I've put up a demo 4 esp/bsa set. Its got a number of internal differences (fixes/improvements/stuff) and 2 more locations. It lives at http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo4.zip .
There could be a savegame compatibility issue. If you have a save where you had hummer3 in it, and you try to load hummer4 and it CTDs instead of starting the game, try making a clean save without hummer3 loaded and then load hummer4 into that savegame.
If in practice, anyone seems to think that the items they stuck in the trunk inexplicably disappeared, I would be interested to know about that.
A little request from me. Please make the 'hummer inside' locations 'no respawn' zones. The reason is that FNNCQ Slaves are transported correctly with the hummer but respawn as soon as they land inside, because my 'respawn safe' transport mechanism is taken over by your scripts and doesn't work. It shouldn't do any harm to your mod or influence any other things.
Let me know if demo4.esp fixes that for you. I set the alternate hummer worldspace as having the same encounter zone as wasteland. Here's to hoping that doesn't do more than I realized (heh).
Sounds like you've been getting your hands real dirty, Tarrant.
How has the trunk feature coming along? I'd like to know more about how you got it to work, if that's okay. I've been trying to come up with things like physical portable storage, so this could be advantageous to me in that respect.
That's like this - - you take a container and stick it somewhere where, either the player has positively been before, or, will never enter. Then, when you want the player to have access to the container, you do like
MyRemoteContainerREF.activate player
you can do that via any sort of script, such as dialogue result script (that's how I do Phalanx followers "Carried Stuff" inventories), or call it from the ONACTIVATE block of another activator (that's how the hummer's currently works).
by the way, if you use a player-only ONACTIVATE in any script, be aware:
do it like this
"begin onactivate
if isactionref player"
Never use "begin onactivate player", it doesn't work right, it's kinda not fair that it compiles.