Moto's SRIV Monster and Motor Madness

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...Or just MOTOR MADNESS

-Main Description-


This mod is a revamp/remake of all vehicles. Most will be out of control fast.

Some will be like freight trains, once they get going it is hard to stop them.

Some, with lots of engine power, lose control during burnouts. But all the

vehicles should be much more fun to spin around the map.

Each update will include all vehicles from previous as well as any that have

been tweaked and not mentioned, however, I will try to mention any tweaks. That

said, every update likely has changes to various vehicles.


Vehicle Camera table is included to help give each vehicle the feel of

going fast, and is in my mind an essential addition. The end user may find that

they feel differently, in which case simply remove or do not extract that file.


!!To install, extract contents of zip file to your Saints Row directory, where

the SaintsRowIV.exe resides...exclude the readme file if you will.!!

!!!!Remember to backup (make a copy or move) your originals or previously

installed mods. Extract the xbtl files to your Saints Row IV folder. For any

vehicles you already have in your garage, to make ALL my adjustments work in the

save, adjust tire size with a purchase. Why this makes ALL my adjustments work,

must have something to do with "Is Tank" and "Chassis Can Crush..."!!!!
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Update v0.3.5a
Near finalized. Handling, mass, camera...drive them to experience.
Heavy, quick, high top speed, 2dr...beware of full throttle
-Hammerhead, stick to the road & super charged, stage 3 suspension
-Pheonix, stick to the road & super charged, stage 2 suspension
-Rattler, stick to the road & super charged, stage 2 suspension
-Sovereign, stage 1 suspension, light in the ass-end...beware turns
-Temptress, stage 2 suspension, heavy...beware top speed.

Next update, finalize to sports cars...if needed. I feel I'm getting closer to the end goal. Realistic driving, this last update has air control tweaks that might or might not satisfy the public...no more yaw/roll control while in the air with the above vehicles...as a test platform. Since I am doing this for my own satisfaction, but am also sharing, I'll upload this last batch separate.(!!!)

Files in this upload:
car_2dr_luxury01_veh.xtbl (Rattler)
car_2dr_luxury05_veh.xtbl (Sovereign)
car_2dr_muscle01_veh.xtbl (Hammerhead)
car_2dr_muscle05_veh.xtbl (Pheonix)
car_2dr_exoticsports09_veh.xtbl (Temptress)
vehicle_cameras.xtbl (cameras for vehicles...doh)

Added Aircontrol reductions!
Filename: Motor Madness -V03.5a.7z Below!

I plan on updating two wheeled vehicles for SRIV soon. I have some ideas for fun and realism with what I've learned tweaking mass/aerodynamics/stickiness (friction). Wondering if I can make the Bike Climb buildings......we shall see!
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Updated vo.3.4
Tweaks to Mongoose, Criminal, Compensator, and (finally) Swindle for gravity/mass and NPC mishaps (like wheelies from Compensator drivers and such). Mongoose REALLY feels like a dune buggy, Best viewed without fenders/Bodykit...which adds weight and restricts full range of movement of the suspension. I spent 20 hours fiddling with the Mongoose vehicle table. Compensator might still have extra bounce when NPCs are driving...hard to control how much foot pedal and such that AI uses, they basically hammer down full throttle if they are under fear reactions. These four vehicles listed above have near finalized adjustments, likely I won't touch the Mongoose again...it's pretty damn fun. I am not yet satisfied with Swindle, but I think I am getting close to a Range Rover/Jeep style driving.
Other vehicles have minor adjustments, mostly for gravity/mass and again, keeping tweaks toned so that AI isn't flying, bouncing, or doing wheelies in semi-trucks etc...while still leaving a good deal of interesting reactions to physics. Eleven vehicle tables and the camera table are newest dated files that I have uploaded. Bootlegger and BtlggrXL, the security cart...can't remember what its called, Justice and Atlasbreaker are among those with lite tweaks.
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Updated v0.3
Finalized:
Muscle cars...Hammerhead, Bootlegger, Pheonix, Lightning, and the Hammer.
Exotic cars...Attrazione, Peacemaker, Temptress, and Blade.
Classic-standard cars...Hollywood, Relic.
Most Monster Trucks.
Most motorcycles, all terrain vehicles.
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Updated v0.2.2
After RAID Failure, I've managed to recover WIP. Yay.
This update removes erroneous tables (Cheats.xtbl & Vehicle_Groups.xtbl).

They were in my folder and may have been included in a previous update. They

should only interfere with Additional Cheats by Idolninja, as no known to me mod

has Vehicle_groups.xtbl included, and Cheats.xtbl is edited for my usage to get

vehicles in game for testing.
Main feature of this update are Classic cars tweaked. Including: Relic

(given power and speed, might drive like a modern sportster), Lightning

(turbo/supercharger upgrade, modern suspension), Hollywood (big block power,

bouncy...feels like a classic ride), Gunslinger (rides like a big block from the

60s, itsa land yacht). Miscellaneous vehicles tweaked for suspension/air

time/angle of descent and cameras. Fixed N-Forcers not having movement due to

mistyped "Mass" string value. Shortbus was returned to default, ie, removed and

replaced with Vanilla table.
Vehicle Camera table is included to help give each vehicle the feel of

going fast, and is in my mind an essential addition. The end user may find that

they feel differently, in which case simply remove or do not extract that file.
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Updated v0.2.1
Revisited Mongoose, acts more like a buggy now. Climb rocks, zip through rough

terrain, and out-run the police on the streets! Well, not really out-run, cuz

damn AI always catches up...and can crush cars if you manage to get over the

top. Took a LONG HARD look at the ATV. Now climbs rocks, does wheelies, and zips

over rough terrain with more control! Not the fastest on the streets, but fun.

Both Mongoose and Toad have awkward cameras during wheelies/rock climbing etc.

Working on thresholds to reduce the vertigo. Knoxville gets stickier tires,

hybrid engine for more torque. All vehicles get a tweak for angular dampening so

that when leaving the ground, nose will now tend to aim back at the ground, like

physics in the real world. I REALLY had fun tweaking the Mongoose and Toad,

tried to get Mongoose to do wheelies...alas, leaning angles just don't work for

such wide wheel base. Feature video in comments, or see the full range of

vehicles in videos on my channel, linked in the Main description above.
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Updated v0.2.0
All motorcycles tweaked. All tweaks include: power, top speed, follow camera,

braking/cornering...and cyber/wire versions are able to crush vehicles. Tanks,

or heavy vehicles cannot be so easily crushed and will cause damage to the

cyber/wire bike. Lighter bikes and non-wire/cyber versions tweaked to give less

chance of flying off the bike cuz you hit a rock or bump. Bloodycannoness is

very heavy and can crush cars and is given the same riding love the other bikes

got. Feature video in comments, or see the full range of vehicles in videos on

my channel, linked in the Main description above.
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Updated v0.1.9
Tweaked Pheonix (again). Added Hammerhead (MUCH more power, drifting, different

audio), Lightning (power, drifting, audio...freight train category), Hollywood

(tweaks, power, drifting), Bootlegger (MUCH more power, drifting, suspension

tweaks), Relic (it is a new car, try it), and Betsy (freight train category).

Updates may include tweaks to suspension, Angular Dampening, powertrain,

drifting strings, value, mass, hit_points, etc and may also contain additions

such as run-flat tires, chassis crushing ability, or heavy body adjustments (Is

Tank). Think I'll do some motorcycles next, and a compact car or two.
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Updated v0.1.8
Figuring out the powertrain (mostly by fiddling with Phoenix strings)...RPM

fractions, etc. At least now I can start understanding the math...Also, I've

noticed a bit of squirrelly shit from AI, if you have Notoriety mod from here,

likely you see some crazy shit happen when AI goes running away...like wheelies

and indoes. Those I will rid of as I go, mostly just pitch torque. I've come up

with some interesting fixes for that, mostly seen in the Phoenix.
Emu added to the Madness, not sure what to do with it...its already hard to

drive, its like those metal skate shoes from the 70s...we'll see what I come up

with; its sticky now and has power. Could be fun...
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Updated v0.1.7
Tweaks to the Phoenix suspension and powertrain...feels very nice to drive. N-

Forcer fighting vehicles, touches to the Bear, Bulldogs are lift-kit'd, tweaks

to Criminal suspension and powertrain, and some touches on the Atlantica.

Compact cars next...time for some real fun.
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Updated v0.1.6
This update contains the OPTIONAL lift-kit 4x4 versions of Criminal and Bulldog.

Almost like mini-monster trucks. Flatbed truck now performs like a rally truck,

but try to get the "empty bed" version of the Flatbed, as shown in video below,

the full bed doesn't act the same...I don't know why they act different, but

they do. Modified the Municipal garbage truck to pretty much be like the garbage

trucks I see on Tuesdays here...slow, heavy and terrible suspension. Fun to

watch AI drive them though...and, who knows, maybe someone wants to cause mayhem

in a slow freight train. :D Saints N-Forcer is like a super charged fighting

vehicle...fast, corners, traction control...
I've methodized how to assign "max_hit_points", based on weight and "armorment".

1-3000 Mass is Mass*5 = MXP; 3000-7000 is Mass*3 = MHP; anything above is Mass*2

= HP. I've done this because I've tried to introduce real world measurements

into it to help me mod...no other reason. The Bulldog behaves EXACTLY like I

want it to, down to the feel of acceleration. Every update from here on will

likely include some tweaks to powertrain strings to reflect this new method. By

Method, I'm talking about how to translate real world Torque and Weight without

Horsepower...cuz there's no "max_horsepower" strings, only power ratio vs. RPM

and gear to engine ratio. So, we can't say the Bulldog has 350 HP @ 2500 RPM,

with max torque 1300 @ 2000 RPM...only torque and fractional "power" from

engine. Starting to think I began this mod just to find out how the math works.

o_O
The Turret Bulldog will come in the next update...its heavier (armor, weapons)

and slower, but probably more power and crazier to drive...just cuz when they

come after you with AI its fun. Also adding the non-Saints N-Forcer, same

adjustments here as for the Bulldog military version. Varsity (optional) lift-

kit is harder than I thought, but with new inspiration, maybe I can develop

something drivable. I will likely make the Bulldog and Criminal behave the same

whether lift-kit'd or not. I think I want to do the bikes next, we'll see....I

have some really nice ideas for crazy stunt bikes.
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Updated v0.1.5
Okay. Monster trucks are a mess. Given that the average monster truck weighs

somewhere between 10,000 lbs and 12,500 lbs and develop just over 1300 ft/lb of

torque, this makes for interesting things in the game. First, there's no

horsepower. So the engine > transmission transition of power is I don't know

what....so some of the strings contain strange numbers; ignore them, they work.

;) I tried to get air-time for them all, except the Constipator...I mean

Compensator...which is basically a tank now. Also, changed engine audio for the

monster trucks (more VROOM-VROOM) and Compensator (which now sounds like a

diesel extreme XRT like the image below, and not a large gasoline engine).

Tweaks to earlier versions of a few vehicles, nothing big mostly "traction

control".
Next update: Infuego XL, Saints N-Forcer, Criminal (maybe, I don't like this

truck), Flatbed, Steelport Municipal and possibly an optional "lift-kit" for the

Varsity and Criminal...if I can get the lift to get happy with suspension

settings...for a "4x4" feel.
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Updated v0.1.4
Includes a few tweaks to v0.1.3, added a few more vehicles to the modified list:

Hammerhead (sportier; bounce, even had to add AI controls to keep them from

causing craziness :D they'd stop and do indies and wheelies...all dat torque),

Peterliner (think, freight-train :D ), Lightning (sportier), Hollywood (sporty,

not much), Raycaster (watch out that one is fast), and Bootlegger (bounce,

hehe).
Planned for next update: Trucks (really want to get the Compensator done),

Monster trucks, 4x4s and motorcycles...or compact cars (tuner style!); I haven't

decided completely which way to go.
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Updated v0.1.3
Worked over. Features for some vehicles include traction control, run-flat

tires, car crushing, reinforced frames stock, maybe even lights and

sirens...More vehicles adjusted for speedy fun. Each vehicle has one perfect way

to drift, find it and let the fun ensue. This is still a work in progress...this

update includes a little more "realism", fine tuning acceleration rates,

suspension, braking/drifting, air time but they can get still squirrelly if you

get out of control ...the Pheonix and the Rattler are my favorites and likely

will not change (much) in future updates. I will be taking another look at the

Monster Trucks again, with this new technique I've found for fine-tuning.
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UPDATE v0.1.2
Cars for stunts:
1. The Pheonix.(car_2dr_muscle04_veh.xtbl)-Stunts...Think Smoky and The Bandit.

4x4 vehicles with more power, more bounce and more control.
2. The Infuego XL. (car_4dr_monster06_veh.xtbl)
3. The Bootlegger XL, and Cyber version. (car_2dr_monster_veh.xtbl,

car_2dr_monster_cyber_veh.xtbl)
4. The Betsy XL. (truck_2dr_monster02_veh.xtbl)
5. The Atlasbreaker. (truck_2dr_monster01_veh.xtbl)

WIP:
6. The Mongoose. (car_2dr_buggy01_veh.xtbl)...Added car crushing, more power,

more bounce, more control...working on motorcycle vehicle type, might work,

might not. Currently over powered (AI does wheelies and endos constantly) to

help with car crushing.
7. The Bloodycannoness. (bike_bc01_veh.xtbl)...Near complete revamp including:

car crushing (wheelies help), more wheelie control, more power, heavy status,

more control in curves.
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No Version #:
To start with, I'm going with three vehicles I find exciting to drive around in.

1. The Pheonix.(car_2dr_muscle04_veh.xtbl)
This looks like a Mustang meets a Camaro meets that elusive Lamboghini that

I can't remember the name of that was in one of the early GTA games. Its

basically a Shelby Mustang with 900 hp. I tried to make it fun. Watch out, it

moves.
2. The Infuego XL. (car_4dr_monster06_veh.xtbl)
This thing looks like it should move. Now it moves. I'll upload the basic

Infuego later.
3. The Mongoose. (car_2dr_buggy01_veh.xtbl)
Man was I disappointed in the default. Especially with Broadened Wheel

Limits in my folder. This thing is now like a dune buggy with plenty of git-em-

up.
 

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  • Moto's Monster and Motor Madness-v0.3.4.zip
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  • Motor Madness -V03.5a.7z
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Last edited:
Good job, not many people makes vehicle mods . Gonna try in a bit .
I would, but not until I can do both the physics and variants. Once my old old question regarding the variants has been answered you can expect a WIP from me. ;)
 
I doubt it.
From the responses I've got you can just pack it as the conventional str2_pc file and it should be gud after updating the asm_pc.
But even if I repack a vanilla vehicle str2_pc file without any changes, and update the asm_pc it still crashes.
 
I doubt it.
From the responses I've got you can just pack it as the conventional str2_pc file and it should be gud after updating the asm_pc.
But even if I repack a vanilla vehicle str2_pc file without any changes, and update the asm_pc it still crashes.
I was just talking about some xtbl files...lol. Can't mess with them, they only work for a second or two after you go to the chop shop...changing anything in any vehicle _cust.xtbl or in vehicle_defaults.xtbl. Saves don't keep the new values.

Might talk to Idolninja about those str2 files...his
Customize any vehicle plus wardrobe color changer
Only mod I've seen with meshes for vehicles.
 
Thread closed as per OP's request.
 
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