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@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.
@estsimo123 It should. (And I just tested this a bunch to confirm that it does) :)
Generally, any time the game despawns a vehicle that was insured -- or if it gets despawned otherwise (via another mod, a trainer, whatever) -- the vehicle winds up being in the garage. Also, the status you see in the menu for its policy should say "garaged", as well.
As you pointed out, this doesnt apply to insured vehicles that you lock. They stay where they were locked.
Let me know if you have any problem with this, or have any other feedback. Thanks :)
@Tukiel I am on the 5Mods Discord server as "Ptah" if you want to DM me there. I thought about creating my own Discord, but I'm not sure it would make much sense, ha.
Ha, great, thanks! I'll wrap up the instant-return option for release as part of 1.6.5 this weekend ASAP.
Maybe I'll add the more immersive mechanic-pickup option for people who want it in 1.7 (as an .INI toggle or something). I'm also looking into the garage expenses you mentioned for 1.7. Which is, again, scheduled for early August at the moment.
Meanwhile, let me know of anything else that comes up :)
@Tukiel Okay :) I can release the way that instantly returns vehicles to the garage as part of 1.6.5 this weekend.
But if you'd instead prefer the option where the mechanic can spawn on foot, pickup your vehicle, then drive off, thus returning it to the garage ... that will take much more coding and testing, which means it will have to wait until the 1.7 release scehduled for next weekend or so. (And also because I have already promised another user some features for 1.6.5 that I want to release ASAP this weekend, but I don't want to rush this request of yours!)
What do you prefer? I can do it either way. Thanks again :)