Not sure it needs "investigating", just cut out the middle man of randomisation and have it that clothing items have a standard number of slots in the first place based on their quality taking Limbs & Head/ Body as follows: -
That way people aren't going to endlessly keep reloading saves. I mean it's a single-player game at the end of the day. Randomisation is just a needless timesink.
Because some of those flatbed trucks will either hit low overpasses OR hit walls that line some roads. Also, some city areas are too tight for the trucks to actually turn. Ironically, this is actually accurate with real-word long wheelbase vehicles and typically trucks that start going over 10' high or whatever low underpass an old city might have that prohibits some trucks like semis, but doesn't work so well in games, or like this one where you are hitting a pedestrian bridge crossing a city or the side walls are angled and you can't stay in the lane w/o hitting it. Dunno what they were thinking.Thanks for continuing your hard work.
Just an observation from an immersion standpoint, the Kaukaz Zeya cabover trucks are always empty flatbeds if they are moving through the city - only the parked ones use the other various meshes you've made. I can't believe it would be more than a line or two of code to add them to the existing traffic patterns.
yes, this is sady exactly what happened to me during now ongoing 2nd playtrough. I almost cleaned Watson before going to Heist missions. I found two legendary, one with one mod slot, second with no slot.You can get some Legendary items before even completing The Heist, and be stuck with low-level gear all game. That's why I support Legendary gear (certainly those available at fixed drops in the game world) be fixed to high-level stats and level requirements.