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@Crimson there's Expanded Hotwire if you want key crafting to be toggleable.
All that said, I'm also kind of thinking the same way Crimson was. I'm looking at More Lock SA to give locks and key fabrication a lot more depth, and I'd continue using this mod if it only allowed removing hotwiring from vehicles.
{LINK REMOVED}https://drive.google.com/drive/folders/1oWb0vRz55mby__vgDeunU8eRL5rg_bsy?usp=share_link
Thanks for mods, it really nice bro )))
Haven't tested with every single vehicle but the few I've tried for Filibusters and KI5 worked fine.
tried relogging and restarting.
cannot insert or take out my key or start engine at all
The mechanics is in working condition and there is gas and air.
Please look into this.
Version Build 41.66 Stable
>:(
Suggestion: Crafting a key should require a small sheet of metal or some other resource, it feels a little op to just hop in any car and hit craft key once you reach the skill level...
Now I couldn't easily verify either where that option should appear as there was no information or screenshots (This is where it would be useful, if I can't see the mod options, I know that I need to troubleshoot it)
However I had hotwired that car before I installed this mod, and I was thinking it would be nice to unhotwire it.
I will try to unhotwire my Hummer, it is at least closer than the other car that I left on the other side of the map.
Now I just wish I had a lockpick mod for the cars so I didn't lose a window.
However, I do suspect this mod adds some data to the hotwiring that isn't on vanilla games as I had a hotwired car before installing this mod and it seemed to not let me get the option to unhotwire it, just start the car.
The mod first looks for a key in your inventory, if it finds one, it doesn't add any options. Afterwards, it checks if the car is hotwired, and if it is, gives you the unhotwiring option. If you don't have the key, and the car isn't hotwired, it gives you the create key option. This is the case in the original code aswell in the parent mod, Harder Hotwire by raz, and I think it's due to the way the game handles checks. I didn't even think about this, so I think I'll test for hotwiring first, and key in inventory second. Sorry about the confusion!
I mean I have the key for a hotwired car I want to unhotwire, however where do I get to the option to trigger it?
I have 2 in Electrical and 4 in Mechanical so it should be good to go.
Maybe some screenshots of the menus so it is easier for people to verify that the install is okay and no conflicts causing issues for an example?