Uhmatt's DrivableCarsNew in Version 5:-some mesh work on van, highway patrol car, Pioneer, and deathcar interiors-quite a few new vehicles-Pioneer, MoreArmor, and Car Caller add-ons fully integrated-new companion driving feature. A companion can be told to drive your last driven vehicle (or stop driving) via dialogue. Right now, it's a bit basic for ease of implementation, but it'll be further elaborated upon later. Some vehicles can't be driven by companions. Some, like tanks will eventually be usable, but stuff like motorcycles that just look silly driving themselves might not ever be.-----------Description-----------Adds drivable vehicles for sale from Chet, Cliff Brisco, Old Lady Gibson, and Blake.Although fully functional, this is pretty much a demo of the concept that I put together so I can play with it on my next playthrough while i expand upon it seperately for other projects.Future plans for it include Gas stations, more cars and trucks, run over and collision damage, better implementation of the engine sound, boats, probably aircraft, and mabe a few other surprises. Feel free to provide feedback because, as i said, this is still something i'm working on.Try it with Traffic version 2.WARNING: if you use a mod that has features that actively enable/disable the player's controls, it can interfere with the driving scripts if used while in a vehicle and cause adverse effects. Solid Project's weapon wheel was pointed out to me as an example of such a feature. Simply not using such features while in a vehicle should be enough to avoid the issue. Thanks to TizzieB for bringing this to my attention.------------Requirements------------KnM version requires only the base game and NVSEController add-on also requires (JIP/)Lutana's NVSE plugin--------Controls--------Activate while standing to enter the vehicleActivate while sneaking to access the fuel/Trunk menuKnM===Gas- WBrake- STurn Left- ATurnRight- DHorn- RCruise Control- LeftShiftExit- SpaceIn vehicle menu (health/Fuel/Radio)- TLights- QPrimary weapon- left mouse buttonSecondary weapon- right mouse button________________________Xbox controller===============Gas- RTBrake- LTTurn Left- Left StickTurnRight- Left StickHorn- Left Stick ButtonCruise Control- XExit- YIn vehicle menu (health/Fuel/Radio)- BackLights- Right Stick ButtonPrimary weapon- right bumperSecondary weapon - left bumper-------credits-------Bradley mesh and texture by przemyslaw kuca on Turbosquidhttps://www.turbosquid.com/FullPreview/Index.cfm/ID/263756Saladin mesh and texture by Dibia Pixels on Turbosquidhttps://www.turbosquid.com/FullPreview/Index.cfm/ID/353513LAV mesh by Denzer01 on Turbosquidhttps://www.turbosquid.com/FullPreview/Index.cfm/ID/793571BA-6 mesh by Lemonsong on Turbosquidhttps://www.turbosquid.com/FullPreview/Index.cfm/ID/241709BTR mesh and texture by Allexandr007 on Turbosquidhttps://www.turbosquid.com/FullPreview/Index.cfm/ID/241709Sherman Tank mesh by Orangedemihttps://www.nexusmods.com/newvegas/mods/47142Restored Corvega Sedan, convertible, and Highway Patrol Car meshes by CutSnakeHumvee mesh and texture by RedlineC64Motorcycle meshes and textures by Ajax120https://www.nexusmods.com/newvegas/mods/43894/?Shopping cart by JokerineGas can mesh by Se7enravenHorn sound by passAirmangrace at freesound.org (https://freesound.org/s/340905/)Steam tractor, Roadster, and Carriage by MkTavishLuxury Coupe by Pinioncorp--------------------Permissions--------------------Do not redistribute this mod or any asset included, in whole, in part, modified, or as is, without direct permission to do so from me.---------------Changes---------------New in version 3-added scripting to set "ghost" flag on vehicles when not being driven at the suggestion of Jokerine. The good thing is that hostile actors now ignore parked vehicles. The tradeoff is that for now, they don't take damage when parked. Though I may be the only person who actually wants the vehicle I'm taking cover behind to have the potential to explode if it takes too much damage.-Added headlights (Q on k&m, right stick button on a controller)-added a third, faster speed on most vehicles-changed the scripting on the purchase objects. Should be more reliable.-played with the vendor lists/containers a bit.-added all vehicles from version 2's add ons.-Added vans, motorcycles (no player riding animation yet, but I don't care, I wanted bikes), and a fun, surprise vehicle thought up and designed by Jokerine available from Old Lady Gibson (when she's outside)-radio menu is now a sub menu to allow rest menu (like sleeping in the car) and to leave room for more cool stuff later. You can't sleep in golf carts or on bikes, and you can't rest at all while moving.-Fleas and Corvegas are now powered by microfusion cells. Golf carts run on fission batteries.-Played with some models. Pickups have steering wheels and variants with covered beds. Golf carts come with and without a cover.-fully integrated Humvee and Mojave police car addons, expanded Gunrunners vehicle procurement terminal to sell vans, pickups, and motorcycles in combat friendly colors. Moved the easy to find police car and put something else pretty much where it was. There's still two police cars out there, but I feel this way is more balanced and gave me a logical place to add a police bike.-changed the way transparency is handled on windows. Hopefully works better with ENBs and definitely works better without.