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horredtheplague
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XRE - CARS! For TTW

All the fun of Ermeso's XRE - CARS! has  now been brought to the Capital Wastelands. TTW_XRE-CARS! brings several service stations and cars to the Capital Wasteland area, as well as a couple select DLC's. Some cars are for sale from nearby merchants, and others can be simply found in various locations.

For the most part this was a one-day job, so I can't guarantee it's perfect. I've tested the major systems, bought & grabbed new autos, driven around and repaired/refueled at a couple stations. Everything seems to be working fine. If you run into problems (with my content, not the CARS! mod itself), please let me know and I'll see what I can do. Note that not a lot is possible w/ the actual mod, as the script sources were not included by Ermeso and he is no  longer on the modding scene. If there's enough interest in this mod, I'll try to do what I can from the outside.

 

INSTALLATION: Download & Install XRE-CARS! v0.85 & 0.86 as instructed on the Nexus http://www.nexusmods.com/newvegas/mods/49042/?

There's a couple steps and things that happen after your initial install, so please read Ermeso's Read Me carefully.

NOTE: The XRE-CARS!.esp contains a lot of dirty edits, but can sometimes be touchy when cleaned. I recommend you make a backup before giving FNVEdit a try.

 

Download & install my attachment mod, and place it AFTER XRE-CARS!.esp

.... (All the TTW Stuff)

XRE-CARS!.esm

....

XRE-CARS!.esp

TTW_XRE-CARS!.esp

Toss the Menus folder into your FalloutNV/Data folder.

And then do the following:


NEW: In order to see the new compass UI, you'll need to edit (possibly even create) an XML file, or edit one of the UIO text files.

 

IF you use UIO: Go into Data/uio/private folder, and open supported.txt in any text editor. Add the following lines at the bottom:

cars\compass_cars.xml::hudmainmenu
true

 

If you don't use UIO: Go into Data/Menus/Prefabs folder, and look for a flie named: includes_HUDMainMenu.xml It will open in a text editor of choice. You'll want to add the following line:

<include src="cars\compass_cars.xml" />

And if this file doesn't exist, you'll need to create it (with that line) plus go to Menus/Main and insert a small piece at the bottom of HUDMainMenu.xml:

    <include src="Includes_HUDMainMenu.xml" />


 

You don't need to start a new game (I did my testing from a cleaned old save).

Incompatibilities:  None I'm aware of. As far as the worldspaces, I purposely avoided landscape edits & just moved a few trees/bushes/rocks/etc around when needed (didn't delete). However be advised there's a couple dialog nodes in the XRE-CARS!.esp (for Rex & his shop quests) so you'll want to merge these. [Hello, Goodbye, the standards bits...]

 

File Attachments: 

TTW Version Compatibility: 

v2.9

Rating: 

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Edited by: horredtheplague on 09/18/2015 - 14:28
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Thank you and installed,

Thank you and installed, although I have not found anything yet in CW but I didn't play long.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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I found the first car near

I found the first car near megaton and it has been awesome! Thanks for making this.

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Yep, looks good!  I second

Yep, looks good!  I second the thank you for the port.  Also, don't forget about Mattell's cars in NV.  Some of them have calling FOBs and have great off road suspensions with the power to boot.

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"Si vis pacem, para bellum!"

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Thanks a lot !

Thanks a lot !

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Glad to hear everybody's

Glad to hear everybody's liking it!

KeltecRFB wrote:

don't forget about Mattell's cars in NV.  Some of them have calling FOBs and have great off road suspensions with the power to boot.

Once the dust settles from this release, I might get with him again and see if he wants to do something with/for this mod. A special TTW mix, perhaps. I know he's a big TTW fan, so it's quite possible. Who knows, maybe we can work out a way to get DC license plates as well?

 

As for power, I was surprised that I was able to do some decent cross-country even in the 1934 Ford.

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Pushing a Derelict Car over

Pushing a Derelict Car Over the Edge on a Rainy Day in the CW

Open image in New Tab if you want to see it in 1920x1080

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Cool Horred!  Thanks for your

Cool Horred!  Thanks for your hard work!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Someone Else Don't Like

Someone Else Don't Like Centaurs?!

Open image in New Tab if you want to see it in 1920x1080

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Maybe it's the old man in me,

Maybe it's the old man in me, but these are one set of cars that I want a compass on my dashboard. Just so I don't drive miles in the wrong direction because 1 rubble pile looks like the next.

So I looked into the compass bit today; good news and bad news. Bade news first. I couldn't figure out how to restore the HUD compass. Not only am I not sure what method Ermeso used to hide it, the compass is the one main HUD element that's in the template scripts instead of the main menu script (didn't even see them called from main script, except an include). Sorting all out that is a bit beyond my meager monkeying skills. Maybe somebody more skilled in UI would find it an easy task?

On the good news side, it's quite possible to add a brand new custom compass UI. I managed to get the HUD compass bar art to show up while driving, just couldn't get it to act like a compass. I can probably manage it eventually, and I have it all ironed out in theoretical armchair philosophy. But I'd have to learn a lot to pull it off and I know I can't sink that sort of time into this right now.

If there's anybody that thinks they could whip up a decent compass UI with relative ease, you're the answer to our prayers. I think a compass was the number one request on the (abandoned) Nexus forums for the mod, so I know I'm not alone in this. This could be made as an independent release (for the stock version), or merged right in (our TTW version).

According to my theory it would just take a couple textures (a main diffuse, and an overlay mask), plus a little UI code (XML / menu) for placing it and some support scripting (.ncs) to set Player.GetAngle Z as a UI float value which can be used to rotate one of the compass textures as the player turns in game. ( It could be either texture rotating, depending on the compass design). Trickiest part is probably when you lap over 0/360 in a spin and have to coordinate that with the artwork w/o tail-spinning it. Speaking of artwork, quality-wise just something in sync with the dashboard gauges (decent/straightforward). Left bottom corner placement seems fitting, same region as the missing compass and still eligible for 'dashboard resting'.

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I don't know what'd happen

I don't know what'd happen exactly, it might flash from being enabled/disabled, but you could maybe try setting the compass visible/enabled from script, which is probably what he's doing. SetUIFloat "HUDMainMenu\elementnamewhatever" 1   or something. I've got my paws full with other xml stuff right now so I'm not going to take that on, but if you have questions I'll try to answer

 

edit:  this might be the compass vis setting 

hudmainmenu\template_compass_window\compass_window\visible

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Thank you! Works fine for me

Thank you! Works fine for me so far. Could you tell me the locations of the cars? I don't really like to search the whole wasteland for them ;)

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Random Username wrote:

Random Username wrote:

 

Thank you! Works fine for me so far. Could you tell me the locations of the cars? I don't really like to search the whole wasteland for them ;)

 

Thanks! I really don't like writing down such information, because I like to be surprised myself (so I didn't do it). ;)

There's even a gas station I haven't yet been able to find in game, though I know the general vicinity and that it's actually there.

 

P.S: I'll give you an "Ermeso hint". The first car is near Megaton, and you can buy it from Moira Brown. :)

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horredtheplague wrote:
horredtheplague wrote:

P.S: I'll give you an "Ermeso hint". The first car is near Megaton, and you can buy it from Moira Brown. :)

Yeah, I already figured that one out. With that old rustbucket, it's faster to walk. Maybe I should call Xzibit to pimp my ride? :)
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LOL, no doubt, that 1934ish

LOL, no doubt, that 1934ish Pickup has no low hanging fruit.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Random Username: OK, I'll be

Random Username: OK, I'll be nice and offer a better hint. There's a nice freebie not THAT far from Megaton, in a very logical location. Think where you would go if you wanted to buy a car in pre-war DC. (Actually, I can think of 2 freebie cars that fit that hint's description,and neither extremely far away)

 

ALL: Another thing to consider with this mod, if you play with all the heavy-duty textures like I do, is running ENB. Not for the graphics, but for the memory extender. A long haul across the Wasteland ran me out of memory twice already, using FNV4GB but w/o ENBHost running.

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I found another car.

I found another car.

File Attachments: 

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Was it just like that when

Was it just like that when you found it in-game? All the cars are initially like that (bad model rotations I suspect) and maybe it was accidentally reset. Which vicinity was that one? I'll take a look.

Meanwhile making active/proper map markers for the service stations. Still debating whether to make them initially visible like the Vegas stations, or not. I also noticed something funny on the green/red service console displays (namely going green too quickly), so I'll have to hop in Geck and see if I missed anything on the station templates.

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pintocat wrote:

pintocat wrote:

 

I don't know what'd happen exactly, it might flash from being enabled/disabled, but you could maybe try setting the compass visible/enabled from script, which is probably what he's doing. SetUIFloat "HUDMainMenu\elementnamewhatever" 1   or something. I've got my paws full with other xml stuff right now so I'm not going to take that on, but if you have questions I'll try to answer

 

edit:  this might be the compass vis setting 

hudmainmenu\template_compass_window\compass_window\visible

 

Thanks, but I couldn't get anything good working (or even showing) this way. Even when I tried to hotwire the original XML and also make a duplicate set (a second compass that didn't vanish, except no dice).

I know he's doing what he does with a free camera and he makes the player very small and sets them in a chair, if that's any help in strategy plotting? I learned this because one of TJ's super bombs from PANZER knocked them out of the chair, a while back. 

Not exactly sure how he's imposing the gauge on the screen, but it's not a standard UI job (for some unknown reason). At the least, there's no XML files nor anything in menus folder.

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horredtheplague wrote:

horredtheplague wrote:

Was it just like that when you found it in-game? All the cars are initially like that (bad model rotations I suspect) and maybe it was accidentally reset. Which vicinity was that one? I'll take a look.

It's OK, the car went to the default location after leaving the area.

 

Update: There is a car in Canterbury Commons that is stuck on the default position. Other than that, the only major problem I have is that cars sometimes reset for no reason. For example, I went into Vault 92 and when I got out, the car was gone. But still, nice work.

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Wow, can't wait to see this

Wow, can't wait to see this progresses...

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the gauge is an actual

the gauge is an actual physical object that gets imposed in the players first person vision so that they can get all that import stuff without setting global variables, its so simple it works. sadly this also means there's no script or xml files for you to comender and make use of Hud wise. 

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I posted this on the old

I posted this on the old request thread, but I post it again here so it gets seen. Could you make a drivable version of the intact prewar car from Tranquility Lane? Just one, that you have to work to get?

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killerbee256 wrote:

killerbee256 wrote:

 

I posted this on the old request thread, but I post it again here so it gets seen. Could you make a drivable version of the intact prewar car from Tranquility Lane? Just one, that you have to work to get?

 

Hi, it was seen on both threads thanks to the wonders of Recent Content button. In answer, I must say yes and no. Am I capable? Yes, I think I still might have an almost-complete conversion the The Corvega (tm) as in the old mod's car, lying around on one of my older hard drives. Do I have the time for this now? No, I wasn't kidding about working for 2 studios. When I do find the time, my first goal is jiggering in a working compass so you know which way you're going when you're driving. If by miracle I pull that off (haven't really done UI since Rogue Dao Studio days, rusty as sin) and have some time afterwards, I'll consider your request. Keep in mind a static car model and a moving / driving (i.e. able to fully animate) vehicle are two different things, so even if I find time to check on this your request may be too time-consuming to fulfill..

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Some major Breakthroughs on the Compass situation. I dug deep and finally got some results!

 

    Compass turns On when you Start Driving

 

First, I figured out that Ermeso was using Action Points to control the HUDMainMenu. As soon as I disabled the standard 'visibility check' linked to this value in the XML file, I could see the menu when a car started.

 

Even though Ermeso purposely hid his script sources from us, good old FNVEdit still lists the variables he used in them. So I dug through the hundreds of variables in xRocketCar(Quest)Script and after some trial and error, found some winners!

The top one (CarDrive) is the switch that lets us turn the compass on/off. When you're driving a car, it's set to 1 and when not in the car.

The second setting (CarDirection) is Ermeso's way of telling direction. I'm still trying to figure out how it works, and if it might be useful (won't include it in a release). It looks like it weighs rotation...sometimes. Meaning if you turn a certain way you get a negative reading. If it really does measure the differences in angle when you turn, maybe it could be used to rotate a bonafide compass image in a UI?

The last two (Direction and Heading) are two I added in.

 

        Compass Turns Off  When you Stop Driving

 

So we don't have to look at it when we have a proper compass available.

 

I'd like to get some MCM support set up before releasing this (think I can fudge my way through it, we'll see). Right now the UI is rigid in place, can't be toggled to non-existence, can't be scaled (unless you hack the xml file)---none of that fancy stuff that everybody views as standard faire these days. But by golly, I got that sucka workin!!!

 

You'll have to include a little ditty in one of the UI files to make this work, on your own end.  There's compatibility/conflict potential otherwise, if I try to make the file(s) for you. Which file depends on whether you use UIO or not. I'll give more detailed instructions when I get this all cleaned up and spiffy. Nothing complex, I'm sure most of you have done it before & probably know what I mean already. Hells, maybe one of you can tell me a neat way to do this for the user, w/o all the raw file juggling? I know there's a way, just ignorant on the specifics...

 

Also: I found a couple of cars that had the owners improperly set up, so I made them properly owned. That includes the car you see me driving over on Point Lookout (HINT#3: See Panada for details).

 

P.S: If it proves to be enough fun driving cars around on the Island (I like it at least), maybe I'll whip up some gasoline recipes so you can make or bring a can with you for prolonged driving pleasure.

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Very cool! Good work!

Very cool! Good work!  So what do you think of Ermeso's scripting?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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KeltecRFB wrote:So what do

KeltecRFB wrote:

So what do you think of Ermeso's scripting?

That's a loaded question.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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horredtheplague wrote:I'll

horredtheplague wrote:

I'll consider your request. Keep in mind a static car model and a moving / driving (i.e. able to fully animate) vehicle are two different things

I understand, it would require a heavily amount of editing to the model (separating the wheels?). Then you have rig it up, which given the cars use a heavily modified version of projectile code can't be easy. And then you have to bug test the whole thing. I'm sorry I didn't mean to spam it, but after I first posted on the old thread then I saw this was the more fitting place, and this form doesn't permit a user to delete posts.

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btw Plague I'd recommened

btw Plague I'd recommened removing the message that warns about not having a invisible wall remover, since any one of those mods generally breaks navmeshes (and other mods) but you know, design choices and it being easily doable in the geck and what have you.

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I have invisible wall remover

I have invisible wall remover, companions and stuff just go around. Only for New Vegas though, in DC you're only limited by the border regions.

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I think there's a

I think there's a misunderstanding about what I can do in these scripts. The script source reads "scn" in the GECK. He left them completely blank. It's only because FNVEdit is so groovy, that I was able to read the References and Variables from the scripts. From these I decoded what looked like useful globals/variables that were assigned to a quest 'array'. And eventually I hit pay-dirt.

The warning messages are just a minor inconvenience, a gadfly at worst; I'm not going to halt my current release (see above) over it. Remind me and maybe I will, because the message()s themself/-ves are rather pointless. Same goes for the debug code he generates mid-play. Nobody besides him knows what it means, and never will because he didn't share his script source nor would be able to fix it anyways.

 

 

OK, now to the good stuff....

 

It's my birthday today, but I'm the one coming with presents. And here's a peek:

 

Setting this up reminded me why I switched from programming to arts, years back.

It's a bit crude yet, but working for the most part. Probably the worst bug is what you see above. Because I had to bypass the check for Action Points, the UI doesn't shut off in Main menu. However in game play this is the only time you'd see it, as the cars can't leave a cell/worldspace while driving and it only runs while you're driving. Thus, I think it's actually a boon, because you can see your adjustments live (mostly, if not hidden by mcm menu) while adjusting.

Scale: I don't recommend going below 0.9, or above 1.4, as I wasn't able to figure out how to scale the text input (or adjust font size) in the XML sysytem. Also the text stays pretty close to that edge, couldn't get a decent buffer working for the scaling. Maybe somebody more adept in this code can toss me a bone, with some suggestions or redacts? After all, it is my birthday....

 

And here it is in action:

 

Give me a few minutes from this posting to get the files uploaded, plus write a little ditty on editting the XML files, and it's all yours...

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Happy Birthday Plague!  

Happy Birthday Plague!  

Nice work and it would definitely be nice if you turned off the Wall Remover and NVSE alerts.  As well as, the debug alerts.  I do notice when those debug alerts show up, the dashboard goes away so it must be related or maybe my debug alert was for that?

Good ... no ... Awesome job!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Happy birthday and well done

Happy birthday and well done :) It must be awesome to drive cars around the forbidden map boundaries, with less bumps and hills out there...assuming you can do that.

When I get back into TTW, this is gonna chaNge the whole game...superb.

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Tis fair Plague, still groovy

Tis fair Plague, still groovy stuff none the less. Also Happy Birthday!

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I looked into the startup

I looked into the startup messages that people want gone. Unfortunately his initialization quest is a catch-all, and w/o the source code I can't neatly take them out. If I take out the initialization quest, none of CARs will work I'd wager. That leaves old butchery methods, like deleting the message files (initially disabled won't cover it, they'll turn back on). I'll have to see just how bad of a workaround that is going to be, before I decide to include it.

 

I also noticed that when you restart the game, your compass settings are at default even though the data is recorded in mcm. I think I found the problem, and if testing backs me I'll have that beat (Globals--w/o need for an INI file, but you'll lose Defaults for the course of that current game).

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Aye, I've deleted the message

Aye, I've deleted the message in the past given the coded weirdness that is XRE cars but you never know. I know better then anyone epiphanies are the best thing ever when your searching for solutions like this. Also that and finding bugs inadvertently are always good too *laughs*

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I know this mod was last

I know this mod was last updated ages ago, and the author's been inactive for a few months, but I feel I should say that I've been having some issues with this mod, particularly with refueling and repairing stations.

The cars have been working fine, but most of the service stations are broken. Whether it's the terminal display missing, the refueling arms not moving, or my car getting pushed away from the station when I try to enter it from the right direction, it's been very difficult to maintain a car in the Capital Wasteland.

I've even had to resort to adding the gas cans as semi-rare loot and vendor items just to keep the thing fueled properly. I'm usually able to work around the issue of the fuel arm not moving by manually grabbing it and pulling it into position, but that only helps when I can access the terminal.

I've confirmed it as an issue with this mod by trying a new install with only TTW, XRE, and TTW-XRE; the service stations have the same issue as with my main game. The New Vegas service stations seem fine, though.