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For 2 reasons:
1) The modded truck may OR may NOT include a "quick job" version of that truck. If it does not, then it would have to be created and the GPS added. If they have created a "quick job" version of the truck, then it would be fairly easy for the original mod author to add a windscreen gps for "quick jobs".
2) This mod would quickly become out of date if I had to modify it everytime a "modded" truck is changed. Since I do not use those mods, I would not know when my mod breaks.
Finally this mod is somewhat niche, it only works when you are doing quick jobs. While I am willing to update this mod everytime SCS updates the game, I am not willing to update it everytime someone else updates a modded truck. Sorry
Since you changed versions, I would think it would reverify the version as well.
Is your DLC disabled? The only thing I lock out is if you do NOT have the "cabin accessories" DLC, because the mod will not work without cabin accessories.
Maybe you have a mod that changes the default gps in cabin accessories?
Also, is there a specific truck that did not have a gps?
Do you use any other gps mods in VR that have a larger scale?
Is there any way to create a mod that scales the portable GPS maybe +30%? The speed limit is really hard to read in VR on the portable GPS.
By the way this makes the Cabin Accessories DLC essential to me, thanks for making me buy that on ATS without hesitation while I still have a lot to do before I get my first truck there.
AI Traffics https://steamcommunity.com/sharedfiles/filedetails/?id=627000094
UI https://steamcommunity.com/sharedfiles/filedetails/?id=718966063
I use some other mods with having their manifest files manually edited to include the optional line, and the category of the mods includes Voice, Interior, Truck (what it actually does is replacing truck interiors, I saw that if you make a mod optional that adds a whole new truck, it will just show as a big transparent green box to other players), and UI.
Convoy sessions with quick jobs are possible, and would be what people would do when they just started this game and are lucky enough to have friends who also just started.
Making a mod optional technically is easy, the manifest file needs to have one line that says it's optional. But while I believe this mod won't have problems with that enabled, I am just a random user... it should be the author who makes the decision!