Project Zomboid

Project Zomboid

Vanilla vehicles animated
854 Comments
Cosmo 6 hours ago 
@Hilvon I see ty for the update
Hilvon  [author] 7 hours ago 
@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 14 hours ago 
@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 14 hours ago 
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] 17 hours ago 
@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 21 Jul @ 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 16 Jul @ 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] 16 Jul @ 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 16 Jul @ 12:12pm 
i deleted the mod, and i still have passenger in cars, how to fix this shi?
Jeffrulesyou 15 Jul @ 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 15 Jul @ 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] 15 Jul @ 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] 14 Jul @ 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] 14 Jul @ 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] 14 Jul @ 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 14 Jul @ 3:48pm 
I tought the cars where ainimated in project zomboid? why is there a sepperat mod for?
Jeffrulesyou 14 Jul @ 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 13 Jul @ 1:31pm 
@Hilvon Sadly Vanilla Vehicle Enhancer looks perfect with animation but Vanilla Vehicle Enhancer generates errors =(
Hilvon  [author] 9 Jul @ 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.
Hilvon  [author] 9 Jul @ 1:59am 
@Guy - yes. And I am planning on having SVU3 compatability patch to act as a SVU add-on for Drive 90s

But this is unfortunately going to take a while. I have a boatload of work ahead of me with PZK Animated.

Feel free to come to my streams and hang out. I might be persuaded to switch to Drive 90 for a stream or two if the chat would demand it...
Koperek 8 Jul @ 1:34pm 
hello i have a problem when i get out of the car the doors are still open any one know how to fix it? it started to happen today
John Doe 8 Jul @ 9:11am 
@Hilvon do you plan on updating B42 support for Drive 90s? Since the mod got updated for 42 earlier in June.
Shapy 2 Jul @ 2:48am 
@Hilvon, sadly that this bug still exists but anyway, ALL trunk doors are buggy for me
Dead 1 Jul @ 5:53am 
@Hilvon The thing Is I tried the way of ingame activation with the server manager mod menu and through my Windowsgsm program that im hosting said server on it did not function eitherway and gave a error code of java.lang.NullPointerException so It's either incompatible by the I am trying to host a server with said mod or some other issue I couldn't figure out but the mod works perfectly fine if used in the ingame host feature or singleplayer feature.
Hilvon  [author] 1 Jul @ 1:32am 
@Dead I don't think having this mod active as the only mod active is the correct way to use it in multiplayer.
Basically vanilla network code does not account for potential vehicle animations. To plug the gap, if you use any animated vehicle mods in multiplayer - you need to use "Sync vehicle animations" (link should be in mod description).
Though even without it you should see animations locally.

Another thing is - the mod works best if it is enable both in the game you are trying to load and in your main menu mods list. Though usual problems I encountered with that were - if the mod was active only in main menu but not in the game it might try to show animations still and probably fail in a broken way.
Dead 30 Jun @ 2:56pm 
Mod non functional in a windowsgsm server configuration has compatability issues and standalone issues of not working even when it's the only mod active (it starts but once joining the server no animations happen)
Lionade 64 30 Jun @ 2:49pm 
For me im only using a van, The problem is that when i open the trunk it the animation stays open despite the trunk being closed
Hilvon  [author] 30 Jun @ 12:50pm 
@Shapy, @Lionade 64
Can you give a bit more details? Is it related to van rear doors? Or some other vehile trunks? If it is related to another vehicle - which one?
If the problem is with the vans - I am sorry for the inconvenience. It is a known visual bug which I am still trying to track the source of.
Lionade 64 29 Jun @ 10:56am 
Same thing happening to me
Shapy 29 Jun @ 2:42am 
I have a bug that there is no animation for closing the trunk, can you tell me why or how to fix it?
ReadyForTheDevil 25 Jun @ 12:45pm 
Drive 90's animated please
stumbix 24 Jun @ 10:37pm 
@Si-Cafe I have the same issue, im pretty sure its npc side because they are not coded to close doors behind them, and the vehicle feature for npc is still buggy stage
Si-Cafe 21 Jun @ 6:07am 
When an NPC follows me in and out of a vehicle, they always leave the door open when they exit. Is this an issue with the NPC mods side?
Manyack 20 Jun @ 2:02pm 
Ooooh, how wonderful how quickly you responded to my proposal. As Guicsr says, I'm Spanish. I use Google Translate to communicate in English. Sorry if what I'm writing isn't clear.
I don't understand the technical details you mentioned about the problem; I don't know anything about mods and such. I forgot to mention that I'm using version 41 in Project Zomboid because I play with friends, and version 42 doesn't allow co-op.
I would appreciate it if you could solve the problem because, as I said, I love this mod; it's very useful.
I haven't tried it yet, but this one https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3162566044 is another mod I'm planning to include in my game. I hope it doesn't cause any problems with yours.
Thank you very much for your attention, and I hope to enjoy both mods.
Best regards.
Guicsr_ 20 Jun @ 1:26pm 
he is spanish haha
Hilvon  [author] 20 Jun @ 1:19pm 
@Manyack А еще судя по юзернейму, этот язык может быть более удобен для общения. Если я угадал - пиши не стесняйся. Тут свои.
Hilvon  [author] 20 Jun @ 1:18pm 
@Manyack Hi. I will look into the compatability. In fact I believe 41 version should be fully compatible including textures.

The main issue with SVU compatability is - shaders that are available to be used for vehicle parts get either data related to vehicle bones - required for animations - but don't get custom texture data. Or they get custom texture, but get bone data from wheels rather than vehicle.
So animated armor bits are presenting a bit of a pickle. Especially if the base texutre of the vehicle does not include texture for armor.

For 41 version I developed a hack that kind of tricked the game into loading custom texture for one model and then just hoping that when the next part - actually animated armor part - gets rendered, that custom texture would still be in memory. Which works... most of the time..

I will look into fixing it. But can't promise before I know the cause.
Manyack 20 Jun @ 1:06pm 
Hi, I love your mod. I think it's one of the essential ones in the game. However, I've also installed the "Standardized Vehicle Upgrades 3" mod and everything is fine except for the doors, which, with your mod installed, don't show the textures of the reinforcements and bumpers on them, nor on the hood.
Any chance you'd be willing to make your mod compatible with this one? I wouldn't want to do without either of them.
Thanks, and excuse my English; I use Google Translate.
Guicsr_ 19 Jun @ 9:41am 
I understand, I realized that the opening speed was more of an artistic choice, not a technical problem, I hope everything works out.
Hilvon  [author] 18 Jun @ 10:07pm 
@Guicsr_
Thank you for enjoying the mod.
I however have to re-iterate - this mod only builds up on a lot of work that is already but into the game by developers. So I can't take full credit for it and I definitely do not endorse using my mod to throw shade over developers.

The problem with van rear doors is a known issue which I tried to investigate and pinpoint the cause of several times, but wasn't able to so far. But figuring it out is among the long list of things I am working on to fix or improve.
Guicsr_ 17 Jun @ 6:43pm 
First of all, your mod is one of the best in the workshop, you did what the devs never did, but I have a few points to say, regarding the opening of the trunks, in vans they open very quickly, you could reduce their speed, that's all it needs to be perfect.
Hilvon  [author] 17 Jun @ 12:00pm 
@hoodie Oh? Yeah.. I guess I didn't double check animations after changing the scaling of the models. Will try to fix it shortly.
hoodie 17 Jun @ 10:52am 
Windows on the nyala clip through the door when you roll them down
Testest 16 Jun @ 5:11am 
Just saw it works, thanks again! Keep up with the good work!
Testest 16 Jun @ 5:02am 
Oh my bad, i guess the whole interior was the missing grey i was used to, so at first glance the missing seats looked off, sorry.
Just found out about those extended vanilla vehicles you are working on, would that mod work alongside the vanilla enhanced?
Hilvon  [author] 16 Jun @ 4:34am 
@Testest - can you please give example of vehicle that needs to have removable seats? Because ass far as I know all vanilla Vehicles now have visual representations for missing seats, headlights/taillights and battery. On top of obviously representing missing doors/windows which happens automatically if you animate them.

Is is some of the older Drive90s cars? Might have not updated those...
Testest 16 Jun @ 2:33am 
Im running online so it is 41, so i can't really see the upgrade but if you ask me you should stick to the original plane, doesn't make much sense to spend time adding engine parts to the cars.
Not sure if it is possible but a area of improvement would be if there was a way to make the seats a darker gray (or something to match the rest of the interior) when removed
Hilvon  [author] 16 Jun @ 2:00am 
@Ryan - haven't tested yet.
Functionally the game would likely not crash. But I don't think compatability code was pulled into 42 version yet so there might be some issues.

Most notably - vanilla 6 seater vans define rear doors on both right and left side. While Enhanced versions only use right rear door.
So when adding animated part rear left door would not be added (since it doesn't exist) but the model of the van will have an opening where the door should be.

Also enhanced versions need slightly different shape of doors. So if default vanilla animated models are used - there might be a mismatch between where you expect Animated part to be based on texture vs where it actually opens.

I am planning on ironing out those differences but free time is finite...
Ryan 15 Jun @ 11:16pm 
@Hilvon is it fully compatible with vanilla vehicles enhanced 42 version?
Hilvon  [author] 15 Jun @ 10:52pm 
Pushed a small update. All the changes are related to 42 version only.
Please give your opinion on reworked engine as seen on Nyala/Cherrywagon. Is it worth making engines like that for other vehicles? Would it be better to just keep the old "flat plane" fake engine?