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Unfortunatelly after throrugh testing (aka using debug to spawn every single vehicle on the list) some issues were discovered. Most notably with Cheaviler Laser / Franklin Galloper police variants and long van CUCV.
I am working on fixing those issues and believe I squased most of them by now, so in a few hours another hotfix is inbound for Workshop.
Also in build 42 version there is now an experimental feature.
Dash Noble has animated fold up headlights. At present there is a possible problem with lights being missing when the vehicle first loads. But after you flick lights on/off or return to vehicle after it was loaded once - the problem does not persist. I am researching ways to fix the issue entirely and when I beat it I will look into sharing this with other cars that have fold up headlights like Vanilla Cosette. Fingers crossed.
Basically it will synchronise progress with 41 version, so it would go up from circa 30% it was before to circa 60%. Basically any vehicle that was animated in 42 version will have their equivalents animated in 41.
And I kind of tested the non animated spawn supression submod (ran a world with maxed out vehicle spawn, ran around parking lots trying to find a non animated spawned car and didn't.
But - just because I foresee the question - I am only able to roll out this non animated spawn supressor rather quickly - because it is able to directly ask my animation mod about specific vehicle IDs. I would NOT be able to make a mod that takes other partially animated car collections and root out nonanimated parts of them with that mod.
Added a submod to disable vehicles from PZK pack that are not animated. I have tested the game starts with it, but I did not test if it works as intended yet. So use at your own risk and plase report bugs.
And thank you for reminding - I probably should add it to the description.