Version 1.95 Version 2.0 will most likely have openable doors. These will be added when the Grand Marshal gets it's openable doors. Hoping those will be BeamNGs next update.
I'm not sure if it's just me/I'm missing something, but cleared cache and everything, still getting no materials on the rims + hubcaps. I went ahead and took a look inside of the materials.json, but I'm not seeing anything out of order.
A few users have experienced this in my Discord Server. But they eventually fixed it. All I can say is make sure no old version is left, cache is cleared, then load the new version.
Did they explicitly say what exactly was causing the issue? I went through the tedious process of removing everything mod related, cleared cache more than I should have, and installed just the car alone. Car spawns with no issue, and I spend maybe 3 hours or so going through all of my mods I had installed, and everything, atleast that I know of, checks out, however there was one last mod, that I can't quite name/is not publicly ready yet, that turned out to be the culprit. I also did fresh installs of both and it still happens. But the thing is, I've stared at both and can't figure out why something that's totally unrelated would break the rims, the previous version worked totally fine, and I'm just left completely stumped. So, for me atleast, the culprit was a totally unrelated mod that was affecting it, even though it shouldn't, and I guess the only way to check is to do what I did and go through every mod you have installed.
Mods can't be "totally unrelated" unless neither of them uses the common folder. If one mod breaks another then at least 1 of them is not properly made, usually the one that breaks the other. Please double check your mod and make sure the folder structure and materials setup is exactly the same as in vanilla content and make sure you use unique names for all the files and materials that go in the common folder.
I guess it could be a mod conflict but I'm not going through all of mine to find out, I'll just deal with it.
That doesn't make any sense, Everything is properly zipped, folder structures match up. Both mods Shouldn't be sharing anything, considering that this specific mod, and the other aforementioned one uses scratch made materials, considering that these are coming from two different people, and are two entirely separate category of vehicles. Also to point out, the previous version of the Crown Vic was totally fine with the second mod, which hasn't changed in terms of material-wise at all.
They don't have to be sharing anything, if your mod has a file called wheels.materials.json anywhere, it's already enough to break both mods
Hey look is it just possible to shove the 1992-97 body on the current frame and just be less accurate? There probably some GTA mods you can use to get the body
Made a thread asking this before, but I wish the damn devs would allow you to disable the stupid pursuits. Even when I pick a non cop config, the game still treats it as if it is one. Liking this mod though. But the same thing happened with the oldsmobile mod.
I have the same problem. I'll just be cruising down East Coast USA in my lowered Vic LX Sport that looks nothing like a cop car and some guy in a beat ass pessima or sum shiet will start running from me.