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@Starfox1993 Sure thing. And, hey, if you run this mod on extra maps (that have the needed traffic data and collision, etc) but you have trouble, let me know. See, I'm running out of new features to add to this mod, so I could switch to "refinement" for special cases like this, ha.
@JokerSpartan666 Hey, thanks for the feeback, and I'd be happy to help troubleshoot.
To start, can you explain more about "it doesn't let me access them" (garages)?
For instance,
1. Does the map icon for the selected garage appear? (it should, at least whilst using the character who selected it)
2. When you get near the door of your selected garage, does a blue marker appear? (it should, at least whilst using the character who selected the garage)
3. When you walk or drive onto the marker, does it show a menu that allows you to enter? (it should, ... )
Also, you can set WriteLogFile=True in the .INI. The mod will then write a detailed log, including log entries about garage selection and use. Clues could be in there if you're having trouble. Let me know if you see anything, I can help explain, or possibly see a problem I need to fix.
Thanks :)
@Starfox1993 About working with extra maps ...
In short: mostly maybe.
In detail, it depends on which feature, and what traffic and colission data exists for the extra map.
Mechanic visits: in principle, if whatever map has all the same data for traffic nodes and such as the base map, then mechanic visits should work. That is, the code just calls natives to locate a traffic node within a certain radius of the player when spawning the mechanic. Although I've never tested with such a map, so I can't say for sure.(I myself don't use such map extensions,sorry).
Vehicle deliveries and garage locations: they will ~only~ work on the main game map, because such locations are specifically hand-placed using coordinates of the main map. (I have considered making these a matter of customization/configuration, but for now ... )
Persistence: presuming whatever extra map has collision data, and that the map doesn't overlap with or over-write the main map in some inconsistent way, locking/unlocking vehicles should work as expected. But agian, I've never tested it myself with extra maps.
I hope that helps.
@dexterMQX Version 1.6.6 should now allow locking bicycles. LMK of any problem. Happy gaming meanwhile :)
@MrAlaz10 Hey, man, thanks again :) I'm always open to suggestions and other feedback, so feel free in the future. Meanwhile, happing gaming!
@dexterMQX Hey, thanks for suggestion :) Yeah, it would be easy to add the ability to persist bicycles. Although I'm not sure how "locking" them would quite work, ha. But I'll add it minutes the "lock" animation, I think, and release that with the next version ASAP.
@Jadeyness
If you mean mechanic bills, there are a number of settings in the .INI like "Bill_..." that allow for changing the various billing factors used for the mechanis repair service.
If you mean costs to start a policy, there settings in the .INI like "Premium_..." that allow for changing the cost to start a policy per vehicle type.
Also, all of this documented in more detail in the README included in the download, too.
@Jadeyness Ha. Hey, thanks for the kind words :) Happy gaming!
@Tukiel Certainly! Let me know if you have any problems or suggestions.
@MrAlaz10 Emergency vehicles should now be insurable and repairable in 1.6.5. Please lmk of any problems.
And sorry to you both this took so long for me to release.
Basically, 1.6.5 also wound up having some pretty critical globilization-related fixes that took me a while to regression-test, ha.
Oh, the other case could be: if the vehicle explodes or is otherwise destroyed and that kills your character in the process -- then the vehicle's policy status should come up as "totalled", instead. From there, the usual logic for that takes over: you have to call the mechanic for a replacement, etc. A new one doesn't just automatically go to the garage.