0 Mods geliked
150 Kommentare
0 Videos
1 Upload
6 Follower
7.768 Downloads
If I understand correctly what you're asking for, I could possibly code it in time for 1.6.5, which I'm targeting for release sometime this weeken. I just want to make sure I code the right thing :)
@Tukiel Thanks for the feedback :) Help me understand what you mean? That is, any insured vehicle that is driven, but later despawned by the game for any reason winds up in the insurance garage automatically. The exceptions are: a) if you lock an insured vehicle - in which case it will remain persisted where you locked it. Or, b) if you drive an insured vehicle to the garage, but then enter it on foot, then exit again on foot, the vehicle will wind up parked outside and somewhere nearby.
So ... I'm not sure what you're asking for? Help me understand, thanks :)
@MrAlaz10 Gotcha.. I've added an .INI setting that allows for that. Which'll go out with the next release (in a day or two).
I appreciate the feeback as always :)
@iveuz Of course! I'm always open to feedback ongoing, but happy gaming meanwhile :)
@MrAlaz10 Hey, thanks for the very kind words! I'm always 100% open to feedback of any sort, so please feel free. Meanwhile, happy gaming :)
Thanks for the feedback! Please feel free to lmk if anything else comes up. Happy gaming :)
@iveuz
@piiirate
With 1.6.4, there are now to .INI keys that should entirely disable the lock/unlock messages.
If you set these like so, there will be no prompts and no confirmation messages about locking or unlocking a vehicle.
EnableLockPrompt = False
EnableLockConfirm = False
@piiirate Thanks! And okay -- I've already coded and tested a working change for that, so it will be a part of the next update. I appreciate the feedback :)
@Wnzmstr I appreciate the update :) And very happy to hear the garage issue has been solved for you.
Re: Xenon lights. Sure, I am on the 5mods Discord with the usename Ptah; feel free to DM me there, if you like.
Hm. I tested on several different vehicles, and the xenon lights issue seemed fixed. But perhaps I missed something?
FWIW, I was using the same test you describe. That is, going to LS customs, installing xenon lights, then round-tripping the car through the mod's persistence re-spawn logic (incl. garage spawns, persistence spawns, etc). And in every case, I found that the xenon lights matched before and after. By matched I mean: in color on screen, what LS custom detects when I go back, and also in terms of the underlying game data that describes the xenon lights modification before & after.
FYI: vehicles that were garaged/insured/persisted BEFORE 1.6.3 will still have faulty xenon lights when respawned. Why? Because the data saved for them by earlier versions of mod was itself the problem. The fix is to have the mod re-capture and re-save the vehicle data.
So, for instance -- go to LS Customs (or use a trainer, etc) to re-install xenon lights, then update the insurance policy ensure the mod re-saves the vehicle's data, which includes now correctly saving xenon lights data. Or just wait about 5-7 seconds while sitting in the vehicle; the mod also automatically detects and saves changes to the current insured vehicle on that interval.
Or for locked vehicles, just lock and then unlock the vehicle -- the mod always recaptures and re-saves the vehicle's data when locking.
In any case, once the correct data has been saved to the policy (or the persistence record for locked vehicles), any time the mod re-spawns the vehicle from there (in a garage, or due to persistence, etc), it should now have the correct xenon lights setup.
I'm not sure if that applies to your situation, but just in case it helps.
Thanks again for the helpful feedback :)
@iveuz Thank you for the kind words :)
If you mean to entirely turn off the notification -- like, so they never show at all -- that isn't currently possible, but I can add it.
What IS possible right now is to disable the sounds that accompany the prompts for locking or unlocking a vehicle:
To silence those notifications, set these .INI settings like so:
LockPromptSound = False
LockConfirmSound = False
So then, were you interested in a setting to disable the prompts entirely -- like, so they don't show at all? If so, I'm sorry I didn't think to include that, but I can add it pretty quick, and then include it in the next update.
Just lmk, thanks :)