Project Zomboid

Project Zomboid

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[41/42] Rob's 10 Years Vehicles
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164.345 MB
29 Jan @ 6:43pm
14 Jun @ 2:04am
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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
- 10 years later
The mod this one is intended to be used with.

- Project Seasons
But it's recommended you use one of the 'No Rust' versions instead of the main one. It can cause vehicles to look darker and less identifiable with the custom rust enabled.

- 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.

Incompatibilities
Any mods that modify the following:
- Vanilla vehicle spawn tables
Only sometimes, so do tests first.

- Vanilla vehicle textures
Such as Vanilla Vehicle Enhancer, or any others like it. The game will pick one or the other, you can't use both at the same time.

- 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
16 Apr @ 12:38pm
Possible approaches to cleaning cars.
Jack Rossman
98 Comments
D R V A P O R 15 Jul @ 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 13 Jul @ 9:22am 
good work:steamthumbsup:
RobTheContractor  [author] 6 Jul @ 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 6 Jul @ 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] 28 Jun @ 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 28 Jun @ 11:00pm 
any plans to do some textures of the project france cars?
RobTheContractor  [author] 28 Jun @ 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 28 Jun @ 12:05am 
is there anyway to have KI5 vehicles spawn?
RobTheContractor  [author] 19 Jun @ 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 19 Jun @ 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?