These 2 guys named Lord Inquisitor and Weijensen made this Brotherhood of Steel hummer. I saw the screenshots and I thought it looked really damn nice.
http://www.yourfook.com/fook_team/LordInquisitor/FOOK%20STUFF/FOOKHUMMER/IMAGES/Hummer%20exterior.jpg
And see I had been kinda planning to put the Fallout 2 player-owned car into the game anyway. And this new hummer just looked SO damn good I was like, alright, let's do this.
So here is a download if anyone wants to see. It's totally "demo" - - not even beta - - not even alpha. http://www.finhosting.fi/~fallout/downloads/development/Hummer-Demo3.zip . It is an .esm and 2 .bsa files. It is parked in front of Vault 101 and you 'own' it. Get in and drive, I guess.
When it's done, at my suggestion, Lord Inquisitor and Weijensen have said it can be released as a modders resource sort of deal. See, I don't necessarily want to force a particular aquisition quest on somebody, although I'm likely to make such a thing for a non-modders-resource standalone version of it.
I don't believe the hummer itself is in its completely final form, actually. They had mentioned doing something else to the mesh/texture or whatever.
Some basics on it - - -
If you have played Fallout 2 and owned the car, it will seem pretty similar.
You can use the car as your tool to fast-travel to areas you have never been before. Something I am doing with this - - your normal map markers are not visible while driving - - you pick your location on the World Map via a new set of map markers, and the map marker names are a general description of what the area is like. For example there is no "Rivet City" map marker, even though one of the configured locations is pretty much parked in front of it.
It's got a trunk. That was one of the bigger points to having the car in FO2. I can't weight-limit the trunk in the way I would prefer however, so in this demo its a container that can take everything and anything.
Its got the core ability to require fuel pretty much exactly like the FO2 car but that code is not in right now.
All followers who are in the vicinity and who are not waiting(guard)/sandboxing go with you. The follower move code has so far come out perfect and it works on ALL followers as long as they are set to playerteammate. From what I can tell - - I do mean ALL followers - - like Robco Certified or S&C or whatever else follower mod you have. The only malfunctions I've seen are because the real game's fast travel screws one of them up now and then, and that's not on me.
I've got 3 locations done. Only 3, yeah. It's not extremely hard to make the locations but it does have to be done with care. its not instant to set up each location.
Random encounters are not in yet but I am certain that this is straightforward to implement in this, if not easy. I am looking forward to that part of it. And also, your auto save puts you back into your car. So if you got out of your car and died, your auto save would reload back to before you started your uhhhhh tragic trip.
There are some questions on stability and things. I've seen one CTD while getting into the hummer in my own testing (very infrequent buuuut yeah). We will see how it goes. If you want to see what state it is in atm, file is linked.
I don't know if its possible for something to knock the car out of its parked position. it is a
Edit: does not require FOSE.