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however I have to disappoint you - the one you are talking about is not a vehicle but a "mover" object which means I cannot put it on roads the way I do with tractors/special trucks etc.
if you wonder it is specified it an absolutely different way rather than an AI car:
### HORSE CART Moved from Balkan_e ###
mover_model_group : mover.horse_cart
{
mover_name: "horse cart all"
desc_tags[]: cart
anim_tags[]: cart
}
mover_model_group : mover.horse_cart2
{
mover_name: "horse cart SECOND all"
desc_tags[]: cart2
anim_tags[]: cart2
}
mover_model_group : mover.static_cart
{
mover_name: "static horse cart"
desc_tags[]: static
anim_tags[]: static1}
Maybe this video help you.
I'm unable to make each vehicle configurable myself via Workshop, in case you want something special like that, you have to do it yourself...
mod size is 38 kilobytes which are def files only, you can extract the archive and see yourself..
as far as I'm aware they do have working lighting and I personally didn't see these problems; that also might be some of your mod conflict because I previously saw ones that cause problems with these models
by the way I'm using extended headlights range, maybe this is what helps me seeing them in far away all the time
but it should work as a highway-decreasing spawn probability at least
but maybe I'm just going blind.. if anyone knows some certain info about Casalini in current game versions, any help would be appreciated
and if it's still somewhere inside game files, I will add it into this mod
I'm more interested in adding new hidden SCS vehicles like airtug or outrider ATV in ATS which appeared just recently
on the other point - maybe someday I won't be that lazy and I'll just put all the correct engine powers for all SCS AI vehicles to mostly make them slower - this options sounds way better for than making "slower copies" of existing ones..
Thanks for the mods!