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Yes, of course. It just won't apply to already-spawned cars, which will remain in vanilla 1:1 ratio between each law enforcement agency.
Week One doesn't interfere with this mod directly. However, to my knowledge, Week One significantly alters various spawning mechanisms, and thus may have reduced car spawns => less chance of finding police cars. It's worth nothing that for each parking spot designated as a police car spawn point, there is a 60% chance that the spawned car will NOT be a police vehicle.
My advice would be to turn up car spawns to at least "normal" (from the default "low") in Sandbox settings. You could also try increasing randomized road story chance, so that police roadblocks etc. have a greater chance to appear.
While I could just back port the skins from B42, there still would be no regional spawn replacement system in place that would allow for region-based police car spawning in B41. And wasting time on remaking this system while it exists already - among many other new and improved features - in a newer version of the game is not something I'm willing to do.
Quote from the description of this mod:
"Notice: The mod relies fully and completely on systems and content that is provided with the vanilla version of Build 42, including all of the police vehicles mentioned in the description. All this mod does is adjust how common the specific law enforcement organizations are - nothing more, nothing less. "
I mean, towns don't have sheriff departments irl so it only makes sense for them to have "POLICE" signs. However, as of current (unlike in B41 where there was only generic "police" car), there clearly are police stations that are exclusively meant as sheriff stations - particularly the Rosewood station, but there are other ones like the one in Ekron (I think). There definitely should be more of a distinction between sheriff and police stations.
That's already a thing in vanilla. However, as it stands, sheriff zombies only spawn from randomized stories that spawn a police car (which gets replaced by a sheriff car, see description of this mod for exact replacement ratios). Furtbermore, not all randomized stories respect zombie types associated with a vehicle (the building ones specifically).
So for a start, in the United States there is no single centralized (federal) police force. Instead, every city, county, state and territory can have their own police force. What this means in practice is that a lot of smaller in scope law enforcement agencies (LEAs) exist in the US. Most can easily be classified as a city-, county- or state-level LEA. However, much more granural LEAs exist, like for example university police (maintained by the university it belongs to), port authority police (maintained by the port authority agency this LEA belongs), transit police, public schools police... Also, LEAs that cover multiple cities/counties exist.
Now how does this all relate to this mod? Whenever I use some name in the description, I mean a LEA that uses the naming convention that follows the given pattern. F.e. the "County PD" for "Louisville" region means PZ's "Louisville County PD", whereas "Sheriff's Office" usually refers to "Meade County SO".
The mod will work with any and all mods that don't redefine the regional replacements for vanilla police vehicles. What that means is that:
a) Vehicle remover mods - that remove the vehicle(s) from the actual spawn table and not from spawn replacement table (which this mod uses) - will work just fine. However, in this case this mod is redundant, because it will have no effects due to there being no vehicle spawn calls it could intercept.
Also remember that randomized road stories (police blockades in particular) may still call for vanilla vehicles regardless of mods you enable, so if the mod in question is not a good vanilla vehicle remover, my mod may still be needed for the increased immersion.
b) Mods that adjust spawn rates of vanilla vehicles - i.e. edit the "real"/actual spawn table - will also work as intended. How that relates to my mod? The effects will be limited, because of fewer vanilla vehicle spawns, but once they do spawn, the mod will have full effects.
Thanks for the idea, I'll do it ASAP
Thanks for the answer. This whole new region spawning system is amazing and it is nice that you can make a mod like this without it just ending up as a flat out replacer overriding custom vehicles
Long answer: All this mod does is redefine the entries for police Chevalier Nyala and police Dash Bulldriver in the profession vehicles system, which I doubt many mods will alter. Police vehicle mod authors should still add them to the actual vehicle spawn table so that they can actually fine-tune their spawn rate, although this "old way" means that modded police cars can't spawn as part of police roadblocks (which the new system allows to, as it affects all means of spawning vehicles, including road stories).
Basically, where in B41 you'd see the generic police vehicle spawn, you'll now see one of the new police vehicles taking its place. The new vehicles (each of them has its own vehicle class) don't actually "spawn" in the world, and without the dynamic spawn replacement you'd still only see the old, generic police cars.
Looks like it's high time I explain the system in depth, start to end (tl;dr in the top most comment):
- "regions" , which are - from a technical point of view - zones like any other, simply covering a much greater area than the usual zone; the meaning of a "zone" in this game's sense is f.e. a parking area (where cars can spawn), traffic jams, areas where zombies of specific outfit types spawn, etc.;
- profession vehicles , including regional ones like police cars - pretty self-explanatory, they're vehicles with a livery appropriate to the region they spawn in (f.e. Muldraugh, West Point, other towns/counties - see above for definition of a "region").
Seems pretty simple, right? Well, no. The system is much more than it sounds.
Sorry to break it to you, but this mod doesn't adjust how often police cars spawn. This mod affects police cars when they actually spawn - so primarily on random police roadblocks.
Police stations have a notably low spawn rate for police cars - the chance is 40% for a car spawned in a location defined as a police car zone to be a police car, instead of a civilian car.
How? B41 has no regions defined, no region-based profession vehicle system in place that would allow to dynamically replace the generic vehicles, and most importantly - it has no regional police vehicles. Backporting vehicles from the unstable to stable version is much more work than one would think, because it also requires clothing items, loot distribution files, etc. Also one has to consider some vehicles may be bugged (f.e. pickup van has no working lights texture).
Tl;dr it's too much work that might as well be an attempt at something that's simply impossible in B42.
It's fine. In my response I just wanted to clarify zombie spawns near cars are a general thing in PZ, and that the devs have already defined them for each car.
Also apprecaite the kind words :)
P.S.:
Took a deeper look at the zombie type definitions for each car. It's quite simple actually:
City, town and county police vehicles all use the standard police outfit definition. However, the SWAT van uses a special definition (one that doesn't spawn anywhere else, not even on police roadblocks).
Sheriff cars use a sheriff deputy outfit.
And finally, state police uses the state police outfit (i.e. the grey one).
It's not a question specific to this mod (I only change how common specific police departments are), but the answer is yes. Even further, PZ devs have defined a specific outfit for each vehicle, although the outfits are generic, and only denote whether it's a sheriff, state or local police.
Yes. However, only police vehicles spawned after enabling this mod will be affected. The way the system works is that it dynamically replaces vehicles when they spawn.
Yes, the mod will work with any mod.
Usually mods that add new cop cars add them to the regular vehicle distributions file (the B41 way), so there's no risk of incompatibility.