I found a way around this. It involves manually attaching the nodes together, but for some reason, you can't in this mod. You can only pull the parts. I've actually managed to drive the same ford crown vic for 2000km using the save/load and nodes feature. Ended up driving it off the cliff at the end haha
Love the mod, hate the AI. Seaside drag at East Cost is basically a derby if your car is not fast enough
how can i sell parts? theres nothing in my "items" menu and i got prob 2k or more on parts that i want to sell, they dont show up in edit car menu too
You can do it through the edit car menu if you have Advanced Vehicle Building on. That menu works like the BeamNG part edit menu, meaning you can only sell parts that can be attached to your current car and won't see certain parts until you have the parent part attached to your car. Example, if you want to sell a tire but your car doesn't have wheels installed, you won't see tires in that menu.
so ill have to put money with cheat engine to buy a bed and then sell the parts that are supposed to be attached to it? lmao
If you already sold the bed yeah. I know it's annoying but that's how the vanilla part edit hierarchy works. With the new inventory system I will be adding a menu that shows you the actual part inventory without using vanilla slot maps but for now you should always sell sub parts first to avoid this issue. Don't use cheat engine for money, you can edit the file beamLR/mainData to do this. Or if you want to do it while the scenario is running this lua command in console should do the trick: Code: extensions.blrglobals.gmSetVal("playerMoney", 999999)
Started a new career on hard mode on Italy map Stripped "my dad's old truck" for parts money Bought a unicorn 200BX, that needs a bit of TLC Did a pizza run to mountaintop for some gas & oil money Engine seized while coming back Went back-first down the mountainside Car totalled 10 / 10, will do it again On a serious note, for even more of a hardcore mode: Would it be hard to implement renting (spawning) towtruck / taxi instead of fast travel? Fast travel feels a bit like cheating on such a big maps like Italy.
so whatever I put as police setting I never get more than three car (this is at max) 383.30208|I|GELua.core_multiSpawn.multiSpawn| Spawning vehicle group with 3 vehicles: Police - USA also, police amount doesn't seem to increase with chase level. they may be releated, I thing game spawns 0.33 * traffic amount in normal freeroam and then increase, but having independent groups for police and traffic may impact that
I've just released version 1.16.1 on github to fix some of the issues found since last update. This update adds part integrity decrease at high odometer. This is a temporary decrease that isn't saved to the part inventory and makes it so engines with a high odometer have more idle play and friction. This update also contains another attempt to fix the car shop getting bugged while on foot, I only had limited time on a computer that got the issue but it seemed to fix it. If you had this issue before please let me know if this fix worked for you or not. Here's the changelog: Added integrity decrease for high odometer parts (adds idle play, not saved to inv) Fixed VLUA crash when turning off car without exhaust (cooling metal SFX bug) Fixed hazards indicator turning itself on in certain situation (bug with traffic/vehicle.lua) Trying another fix for car shop menu bug while on foot Unicycle now frozen in place while in car shop (prevents exiting trigger) I considered it initially but the mod relies quite a bit on your current vehicle ID so allowing the player to enter a different car would be prone to creating a bunch of bugs. Just the ability to freely exit our cars caused a bunch of issues including the game breaking dealership bug that this latest update should hopefully fix. If anything I'd rather add more penalties for excessive towing like rep loss. Weird, should be 4 at max density which is what I got on my end. You can see the values in ui\modules\apps\beamlrui\app.html from 3 blocks of code starting at line 332, one for each traffic type. I'm only using vanilla nodes to spawn traffic so I don't know what could be the issue. Maybe the individual traffic groups have an impact like you say. Also there's the "Max amount of vehicles" option that's set to "auto" by default, it's possible this could be to blame, maybe it sets a hard limit based on your computer's performance.
selling scrap may be a bit too profitable, as scrap car have 0.0 miles: 160$ to buy one, and the seat, fuel tank and suspension are about two grand, togheter, while the body another lump sum for car without a unibody. anyway I'm not here for that, I tried to sell the horn sound, which has no value (i.e null value, not 0 value) and that gives back a lua error (1) Lua function '?' at line 1005 of chunk 'scripts/customGuiCallbacks.lua' Local variables: p = table: 0x027fa7045010 {pid:207} pid = number: 207 val = nil money = number: 6512.29 (*temporary) = Lua function '?' (defined at line 33 of chunk scripts/blrglobals.lua) (*temporary) = string: "playerMoney" (*temporary) = string: "playerMoney" (*temporary) = number: 3 (*temporary) = table: 0x027ff98eb010 {triggerEvent:0, vehId:51734, triggerName:BeamLRTrigger_RaceACP27, subjectName:clone2 (more...)} (*temporary) = Lua function '?' (defined at line 26 of chunk scripts/blrtriggers.lua) (*temporary) = number: 1.35193e-311 (*temporary) = string: "attempt to perform arithmetic on local 'val' (a nil value)" (2) Lua field 'exec' at line 1128 of chunk 'scripts/customGuiCallbacks.lua' Local variables: f = string: "advPartSell" p = string: "advPartSellData" (*temporary) = table: 0x027c8d10cd68 {} (3) main chunk of line at line 1 --------------- << END << --- Post updated --- edit: odometer is a bit off when buying used cars: you can see here it showed 130k in the shop and 210k at home
Nice find, part values should use a fallback when there's no price in jbeam but I forgot about that with the new system. Fix is pretty simple, just add this in ui\modules\apps\beamlrui\app.js below lines 649 and 657: Code: if(full == null) full = scope.beamlrData['partPrices']['default'] There's also a small layout bug when buying parts with the fallback price, missing a line break so the mileage extends the value line which moves buttons to the left, not game breaking so I won't bother posting the fix here. As for scrap cars the issue is the odometer value is at 0 because the original purpose was to have a base to build a brand new car back when the odometer value was the same for all parts. I guess now that we have part specific odometer values it would be more realistic to have scrapyard cars have odometer values similar to used cars. It's in miles at the dealership and kilometers at the home garage. Not sure what's going on, try changing your unit setting back and forth to refresh the value. If you changed your unit setting while in the shop it'll only refresh when you check the next car because that text isn't immediately updated when you change it.
oh I see now, but no I haven't changed units. maybe there's two units floatig around, the one from the car dashboard and the one from the game default, I'll have a look at these combinations. for scraps, they can maybe have even more km than used cars, unless you see gameplay challenges in driving cars with 300kkm-500kkm on their suspensions
It should only use the setting in Options > User Interface > Unit System but that value can be initially off within lua, I think by default the game doesn't populate the lua settings table with the unit value unless it's been changed at least once. If you've never touched that value that's most likely what's going on here because in certain spots I check for "imperial" while others I check for "metric". If that value is empty it'll default to to the "else" branch. Actually I'm pretty sure this is what's happening here because in the stats window I check for "imperial" so it defaults to metric, in the dealership window I check for "metric" so it defaults to imperial. Not sure what I could do about this, the github readme has a note about this for first time players but not everyone reads it. I guess I should at least make it always default to the same unit to avoid confusion.
ah btw was testing maps around and Italy spawn is in his own hell after setting every segment gated and driveability -1 AND restarting the game now it's ok
Yeah traffic spawning can be weird, there's a node that's supposed to scatter the traffic after spawning but it sometimes doesn't work not sure why. Also when you make changes to levels you indeed have to restart the game for them to be applied. Not sure, you shouldn't pause the game while interacting with BeamLR menus so if you got this issue while paused that could be it. By the way that lua error pop up is pretty much useless most of the time as it only contains one of the many error messages that show up during a bug. Please screenshot the errors from console (or even better, post log files).
tried playing with this again, 2 more problems, a fucking truck came at full speed and crashed into my car and i got no money, and on the drag race, the car just shut off at the start so i lost 400 bucks
By the way I managed to get this bug by disabling Advanced Vehicle Building. If you have it disabled that could be it. I have to remove the option to disable that feature as the new inventory system can't work without it.