NFSC: MW'05 shiftpattern/ShiftSND Port
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By El Nico
Install Instructions:
1. Open up OGVI
2. Press File>Import ModScript and import "MW shiftpattern Port"
3. Select "Install"
4. Press "Import"
5. Save Changes and Exit.
6. Feel free to play around with the 'new' shiftpatterns in OGVI (Optional)
Uninstall Instructions:
1. Open up OGVI
2. Press File>Import ModScript and import "MW shiftpattern Port"
3. Select "Uninstall"
4. Press "Import"
5. Save Changes and Exit.
Permissions Granted to:
- Include and use this in any kind of Modpack
- Include and use this for an Addon Car
If you are using this for an addon car, I would highly recommend either linking to the original mod,
or including it as a separate, optional installer, alongside the main addon car installer.
The reason for this:
If someone has already Installed the standalone mod, or has already installed a car with the shiftpattern port,
they wont get an annoying "add_node failed because collection already exists" error message every time they
install a new car, or update an existing mod.
You should also have a Disclaimer saying that having this mod installed is a requirement for your car to work properly,
so you don't have people complaining that your car doesn't work properly.
If you are an Addon Car creator, Including this as a separate, optional install, alongside the main install,
is probably the most convenient option for the end user.
Addressing the question: Why no VltEd Support????????????
Although you cant export nodes like in Binary, In OGVI, you can hit "generate all commands" and it will do exactly that
for all the fields of that node.
VltEd does not have this luxury. You have to generate the command for each field one...by...one.
For most vehicle nodes, such as engine, transmission, induction, tires etc, this isn't much of an issue.
But as you can see with shiftpatterns, there is aloooooootttttttt of fields, and knowing my dumbass, I'll probably miss a few.
Sadly, it isn't as simple as changing ClassKey to Class and CollectionKey to Collection.
Final disclaimer from Me:
Currently this just ports all the shiftpattern nodes from MW, but doesn't change any of the "ShiftSND" fields for any vehicles.
I may include some optional scripts in the future.
In the meantime, once again, just feel free to experiment and play around in OGVI (Make sure to create a backup script).
Maybe even open up VltEd/OGVI for MW and see which shiftpattern node releates to which vehicle.
Comments
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ElNico (February 14, 2025 @ 13:37)
@Balathruin.I had no idea such a thing was in NFSCO, would be quite happy to see the results.
I also plan on porting Carbons shiftpatterns to MW, unless someone has already done it.
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