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Custom skins are safe to use in career mode, I use mine. :)
https://steamcommunity.com/app/228380/workshop/
On the left-hand side, click the skin tag to get a list of just the custom skins that been uploaded.
skin2_c5.bmap
skin2_damaged_c5.bmap
That overwrite an actually stock skin for a car, then can join a stock server and not get kicked.
If your custom skin is using a vepa file, like a lot of custom skins in the Workshop do, then you still can join an online server, but then will get kicked from the lobby.
We are hoping Bugbear can work something out with the vepa files, but maybe not possible since vepa files usually add a new skin slot, that a stock car don't have. That can cause problems online.
Vepa files are use so not to overwrite the stock skins.
Now I have my track mods and can use the vepa skin files no problem and all players joining my modded host, will see all the custom skins I have in my track mods, like these Cop and Robbers skins:
https://www.youtube.com/watch?v=Llt452bhZ6Q
http://community.bugbeargames.com/index.php/topic,11240.0.html
"NOTES FOR CONTENT CREATORS
Paint and livery modifications (including additions) do not trigger the anti-tamper protection anymore."
For additions, you must include a .vepa file.
I thought the insty-kick was because of my custon menu icons, but I still get kicked with just skin files and a .vepa file.
In fact, I get insty-kicked from unmodified servers upon joining with any skin mod that uses other than stock skin filenames while using a car with a modded skin.
I also tested with the Flatout AI skin mod, since it appears to be the most recently done skin-only mod. I could join with the mod active, but not with a car wearing a modded skin.
I guess if Bugbear wants us to be able to use modded skins on an unmodded server, they will have to make server and other clients default to a stock skin if they don't have the skin files, .vepa files and menu icons that may be included in a skin mod used on a client.