0 lajków
197 komentarzy
0 filmów
1 przesłany
9 obserwujących
10 807 pobrań
If you mean instead, simply add more garage parking spaces to the same one garage, I'd have to increase the maximum number of policies per character, since those two are tied (if you can have X insured vehicles, the garage has to has X available spots). That much is in my near-term roadmap, but again I have to avoid adding performence problems in doing so.
@JotaPeSimioni Hey, thanks for the kind words :)
To help me understand, do you mean each character being allowed to have more than one insurance garage at the same time? If so, that is in my mid- to long-term roadmap. Why that far out? Because it has a number of performance implications to properly account for, in short.
If it helps, I've added further details to the requirements and installation parts of the mod's description text, and I'm making similiar changes to the README that will go out with the next release.
@ghail Hi. I'd be happy to do what I can. In that spirit: what do you suggest I do improve the installation guide? (Here and/or in the README) Thanks.
@Argon18 Thanks for the kind words :) And for the report re: EAI in your case. Very helpful indeed!
FWIW, I have it as a "to-do" to reverse-engineer that mod to see why it and mine don't play nice over garage interiors.
Hmm ... in my early testing (based on the prior report above), I've seen at least one "all interiors" type mod actually leave changes that stick in the game's save file, even after you've uninstalled or aren't running the mod anymore. Changes that then complicate doors and/or interiors working properly. But I need to do further homework to be sure of what's going on, and to isolate why my mod's interior code is confused by such things. I have theories, but I need to keep digging.
@drifter109 Ha, I get it.
Buy cars through the game's internet sites, spawn them through trainers, etc. Whatever suits your fancy.
As for theft: heck, there is even a way to steal cars that the mod won't necessarily detect. See, it only detects jacking a car from its driver or hotwiring a car, such as after breaking into it. But if you scare the driver out first, or enter through the side door, etc, it may not always be caught (due to the limitations of the game natives I'm using to detect theft, which themselves don't catch those cases).
Anyhow, thanks for the feedback! Feel free to lmk if anything else comes up. Happy gaming meanwhile :)
Derp, I meant set DisableTheftDetection = True to shut it off, ha.
@drifter109 Hi. I'm not sure I understand your question, sorry. But if you want, you can turn off the vehicle theft thing with the INI setting, DisableTheftDetection. Set it to False, and the mod will no longer flag jacked or broken-into vehicles as stolen.
@TruckerKingDee I'm curious: are you also running anything like EnableAlllInteriors or another such mod that manipulates interiors or the map in some way? That would help me narrow down the possibilities; I haven't ruled out mod conflicts.
Meanwhile, I've only somewhat re-created the issue you report if I force my system to a very low framerate (about 20fps), so for now I added some code to fix that particular scenario in the next version.
@TruckerKingDee Hmm. Thanks for testing it and letting me know. Very odd.
FWIW, I'm still trying to reproduce and research the error; this one's new to me.
If it matters as a work-around at least, for the next version I'm improving the "enter garage" menu to allow the player to just select a car to retrieve without any need to enter the garage itself. If they arrive in an insured car to begin with, it is swapped for the other, etc. All with a little fade-out transition.
If it helps for the time being, you can get your garaged vehicles out by having the mechanic deliver them through the insurance claim menu. And if you want to keep them all in once place, perhaps find a parking lot in the game the lock them in, ha.
Again, sorry for the trouble; I'm doing what I can to figure this out ASAP.