Highly doubt that mods will be featured in career mode or in the dealerships. You have to remember that mods can (and most likely will) become outdated, which would add several layers of (to the devs) needless complexity onto the already-complex system of an in-game dealership.
By that logic they should be disabling mods altogether... But in reality the game is already designed with this exact functionality in mind, if you can't tell. Whether a mod is outdated or not has nothing to do with career mode specifically, they are and will be an issue in some way regardless. The only real concern using mods in something like career mode would be balance/cheating type of stuff but seeing as it is a singleplayer game these things only matter individually. Ingame dealerships would load from the data, just like the car/parts selector, no strange extra complexity there either.
I think if mods should be allowed, it should be optional, or able to blacklist certain mods to the player's preference. There are a lot of mods that I like, but as a content creator, I don't want a dozen or so half-finished vehicles clogging up the campaign dealerships, especially with vehicles not built for road use.
Is it really that hard to uninstall or disable mods yourself? Is that not the same thing as any 'blacklist'? There are already cars that come with the game that are not the sort of vehicles you would find in any dealership setting. I would imagine it would be up to the mods themselves to flag whether they are 'dealership' worthy, like the official vehicles would be like..
In the "Driver Training" campaign files I found what appear to be the final designs of some of the characters from this post: There are pics of every character here except the "Caretaker" who seems to be absent. Most characters look very different than these concepts. The in game version of the "Stunt Guy". He will probably be either a mission giver or a rival. The in game picture of the "Shady Guy". I suspect that you'll be getting missions from him that might not be one hundred percent legal. The in game picture of the "Ranger". Oddly enough, there are no vehicles suitable for a "Ranger" in game, as the border patrol has "Officers" and the Sheriff's Department has "Deputies", so they could be from another unseen agency. If they are a park ranger, there is no official park meriting rangers in game, so it could hint at a map that we don't know of yet, and/or a park ranger variant of a vehicle. The in game picture of the "Racer". Probably either a rival or mission giver. The attire suggests legal racing most likely, not street racing. And the in game picture of the "Police Officer". The uniform is blue, much like the real DCMP, which the BCPD seem to be based on. Curious of this and the "Ranger" could hint at multiple law enforcement agencies in game. These files feel kinda out of place being in the "Driver Training" campaign files, but I'd love to hear your take on things. This could hint that career mode is further along than we thought.
Those look ... terrible compared to the ones from the whiteboard. I really hope that those are placeholders. I mean, just look at the ranger: His eyebrows are a mess, his eyes are flat and dull, his uniform is sketchy and unfinished, and just look how lopsided his hat is. Compared to Lisa's whiteboard design, this is a wreck. Don't get me wrong - I'd be thrilled if I managed to draw a human being that looked like this, but it's subpar compared to the stuff in-game. They don't match the art style of characters in the existing campaigns. I'm willing to bet that these are old files that the beam team forgot to take out.
You can't disable WIP mods; they have a different file structure than downloaded and installed .zip mods. Alright, you've got me there. I suppose the dealership script probably could just decide what gets spawned based on the vehicle type.
You can, but the Documents>vehicles folder contains both WIP vehicle files, and vehicle save files. Supposing that the game doesn't seriously change how it handles vehicle state saving by the time the career mode is unveiled, moving the Documents>vehicles folder would wipe any vehicles you have in the current career(s*). *I'm not really sure if the devs want there to be only a single career, or multiple careers in the same way as we have multiple campaigns.
One slight issue. I'm not 100% sure Lisa still works for BeamNG, seeing as her name disappeared from the .gmbh website. We could have other concept artists doing the art, thus major difference in art style.
You mean 0.10. OT: I wouldn't mind having at least 2 new vehicles in 1.0. (Bluebuck and Wendover if they haven't been realeased yet).
I just realized that Italy will probably come in a European themed update, adding features and/or vehicles to the game related to Europe, most specifically Italy. I highly suspect European license plates will be added, at the minimum German (Default on the ETK map) and Italian (Italy). An Italian Police vehicle would be quite likely, seeing as Nadeox1 makes the police liveries and is Italian, I doubt he would pass up the chance to make a vehicle from his country. Although some might predict a Polizia Bolide, my bet is on the ETK 800, as the Italian Highway Patrol use BMW wagons quite often. Possibly a new vehicle we haven't heard of yet. Although I quite doubt it, we could possibly see a new European (Or more fitting, Italian) car or possibly a European truck. Also, as always, there is the subject of the unused character pictures and the unused sirens in the game that still have no explanation at this time.
Also you can ask every Italian but front Italian license plate could fit perfectly to us plate --- Post updated --- Unused sirens in the file ? Intrusting
They are in the selector, but unused in vehicle configurations. Prior to 0.12 all sirens were in use by configs, however a bunch of new ones were added.