I've been using this mod for a bit and I gotta say, I'm impressed with the way it functions. There are some hiccups with the mod but, if installed right, the script works really well.
As for the hiccups, well there are two. The first is if the vehicle chosen is modified via trainer or if the vehicle is taken from online (spawned via trainer into the singleplayer world), the script will not save the modifications made to the vehicle, even if selected to be the replacement vehicle for any given character and the game has been saved (reloading the save and playing for a bit still returns the same result). I don't know if this is an intentional thing with the script or not, but it's something I've noticed, and has proven to be quite an annoyance especially when I don't really want to wait around for the mods to unlock after doing missions. A possible solution for this issue could be to modify the .ini files that come with the saved vehicle data, but I haven't tried that as of writing this comment/review.
The other hiccup is one to be expected. Things can get weird during missions/cutscenes where the player vehicle is the target for a script within the mission/cutscene. I would say any mission where a ped who is already supposed to be in a given player's vehicle upon a certain section of the mission, given the start, middle, or end, will be bugged or broken. I've had a few softlocks where I had to disable the vehicle being replaced before I could proceed with the mission. The best example I can give is at the beginning of Surveying the Score, right after the cutscene in the beginning. The game is soft-locked due to both Michael and Trevor's vehicles not being what they're supposed to be.
As for the cutscenes? Either the player vehicle (can be multiple player vehicles at a time) will spasm in and out of existence at blazing speeds (this only happened to me during the middle of The Third Way, when the shootout at the refinery is done, but I'm sure other scenes are affected similarly) or the player vehicle will simply not spawn, which can lead to some funny moments with the characters (Great miming Franklin!).
All in all? It's a great mod for what it does. @HKH191 has done a fantastic job making the script. I would still recommend leaving the protagonist's vehicles vanilla when doing missions though.
I've been using this mod for a bit and I gotta say, I'm impressed with the way it functions. There are some hiccups with the mod but, if installed right, the script works really well.
As for the hiccups, well there are two. The first is if the vehicle chosen is modified via trainer or if the vehicle is taken from online (spawned via trainer into the singleplayer world), the script will not save the modifications made to the vehicle, even if selected to be the replacement vehicle for any given character and the game has been saved (reloading the save and playing for a bit still returns the same result). I don't know if this is an intentional thing with the script or not, but it's something I've noticed, and has proven to be quite an annoyance especially when I don't really want to wait around for the mods to unlock after doing missions. A possible solution for this issue could be to modify the .ini files that come with the saved vehicle data, but I haven't tried that as of writing this comment/review.
The other hiccup is one to be expected. Things can get weird during missions/cutscenes where the player vehicle is the target for a script within the mission/cutscene. I would say any mission where a ped who is already supposed to be in a given player's vehicle upon a certain section of the mission, given the start, middle, or end, will be bugged or broken. I've had a few softlocks where I had to disable the vehicle being replaced before I could proceed with the mission. The best example I can give is at the beginning of Surveying the Score, right after the cutscene in the beginning. The game is soft-locked due to both Michael and Trevor's vehicles not being what they're supposed to be.
As for the cutscenes? Either the player vehicle (can be multiple player vehicles at a time) will spasm in and out of existence at blazing speeds (this only happened to me during the middle of The Third Way, when the shootout at the refinery is done, but I'm sure other scenes are affected similarly) or the player vehicle will simply not spawn, which can lead to some funny moments with the characters (Great miming Franklin!).
All in all? It's a great mod for what it does. @HKH191 has done a fantastic job making the script. I would still recommend leaving the protagonist's vehicles vanilla when doing missions though.