I'm trying to implement a performance mod with traffic and BeamMP in mind (mainly the logic here: [New Experimental] Increase FPS for decreased Damage Model by OfficialLambdax · Pull Request #487 · BeamMP/BeamMP · GitHub , with permission from original author @Anonymous-275 ) I'm trying to do it by injection into stage2.lua with a similar method as here: https://www.beamng.com/threads/0-29-1-performance-mod-selfcollisiondisabler.93250/#post-1614051 Problem: I don't want to apply it to the player vehicle. At stage2.lua playerInfo is not set yet and I can't get a be:getPlayerVehicle(0) call to GE lua working either. So, how do I make a distinction between player and non-player vehicle at this stage of vehicle creation? Code: local stage2 = require("vehicle/jbeam/stage2") do local pushToPhysics = ({debug.getupvalue(stage2.loadVehicleStage2, 1)})[2] local processNodes = ({debug.getupvalue(pushToPhysics, 1)})[2] debug.setupvalue(pushToPhysics, 1, function(vehicle) *do stuff if obj:getid() ~= playerVehicleId* debug.setupvalue(pushToPhysics, 1, processNodes) return processNodes(vehicle) end) end return stage2