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State of Decay Modding Crew SoDModding
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All Discussions > Mods in progress > Topic Details
Fortitude Mod - Armored Vehicles

Note: I don't remember to come here often so this may be out of date at any time - see the main thread about it here on the UL forums:
http://forums.undeadlabs.com/threads/fortitude-mod-vehicles-armor-and-apocalypse.37797/

Screenshots of the Hatchback:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=201911076

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=201911237

Screenshots of the cowcar:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=199754150

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=199992981

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=199993216

Comes with a coupe variant that replaces the green muscle car with a version that has only 2 seats, no rollbar, and no back seat.

Screenshot of Truck:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=198948761
Last edited by _________LuNandor; 11 Dec, 2013 @ 5:01pm
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Showing 1-5 of 5 comments
Added cowcar to release!
Gary Plauche 3 Dec, 2013 @ 12:46pm 
Amazing work *****. these with the bases adds the exact kind of raw, apocalyptic survival feel I was looking for. Any chance of a armor plated sheriff cruiser in the future?
Thanks! Definitely on the list - first looking at making some characters that go along with a wasteland type of flavor. Starting with a type of swat variant with metal and leather, haha.

If I can't get it to go right with what i have access to deal with for now, then I'll go back to doing more vehicles. I'll actually be doing the yellow hatchback as a kind of armored small sand-rail before the police car.
Cypherdiaz 10 Dec, 2013 @ 1:21am 
Love it man!. You need to get it up on Nexus Mods bad, well both of your mods.

Anyways, question..well 4..since you seem to be the car guy.

1)Any chance of making a version of the armor pickup that oh..doesn't overwrite the normal one? Just curious, still love the base red truck: it looks so good with blood on it.

2)How hard would it be to put into effect some sort of upgrading system? Like I go find a pickup, take it back and put it in a parking spot. Then kinda like how you upgrade protection radius of an outpost, you can choose to upgrade the vehicle. Itd have to check that it was a pickup of the right type. Pay a few resources and boom, you got your Apoc-Truck. Just a thought.

3)How hard would it be to find and nix the stupid bit of code that makes resource bags just float out of the back of the pickup? Should be able to haul those round demmit!

4)Cow..Catcher? Any chance of one of the pickups getting a nice big cow catcher on it? Id love to see zombies being flung to each side and splatting on buildings. Would rock.

Anyways, thanks for the time, great mod. Keep up the good work.
_________LuNandor 11 Dec, 2013 @ 5:06pm 
I prefer some degree of control with where my stuff gets placed so I can keep an eye on comments, suggestions, and assure what happens with it. So I'll be pretty much only on the UL forums in the PC Mod section, sometimes coming here.

I like to overwrite the particular model of what I used as a size comparison for building it so you get what you expect out of it and it doesn't minimize you to only trucks, or only cars, or someone loses the one they liked best.1 for 1 replacement means people can pick and choose.

For #2 and #3 - I've actually tried both and I don't have access to the system mechanics that stop it or make it happen, sadly.

#4 I had a cow catcher but it had to be much larger, thus making it even more exaggerated that I had to hack it together using the existing proxy mesh, so it tends to run through things. I can deal with what happens now but that was too wild, haha.

And thanks for your comments! Don't forget to check out the hatchback as well, I created a custom particle generator so i could make flames come out of the exhaust :)
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