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Vehicle

01. What is a vehicle mod?

A vehicle mod changes one of the game's drivable vehicles - a car, motorcycle, bicycle or boat. You are not building a vehicle from nothing: you start from an existing one and replace the parts you care about.

Almost everything you touch is data, not assets. The vehicle keeps the shape the game shipped it with, and your mod ships a patch that says "for this vehicle, use this mesh, this colour, this seat position". That is why a reskin can be a few megabytes instead of a few hundred.

Mental model

The game owns the vehicle's structure. Your mod owns the values that structure reads.


02. Before you start

What you need

ItemNotes
A base vehicle to start fromEvery mod begins as an Override or Duplicate of a shipped vehicle.
FBX meshesOnly if you are replacing body parts. One FBX per mesh slot you want to change.
TexturesBase colour, normal and packed maps for any material you author.
A square iconFor the representative colour. This becomes the in-game thumbnail.

What you do not need

  • You do not need the game's vehicle art. ModKit does not ship it, and you never have to edit the original vehicle.
  • You do not need to touch bounds or handling for an appearance mod.

03. Override or Duplicate

When you create the workspace you pick one of two modes, and the choice is hard to reverse later.

ModeWhat happensPick it when
OverrideYour patch replaces the vanilla vehicle's data. Same Id, same showroom entry. Load the mod and that car changes.You are reskinning a vehicle that already exists.
DuplicateA new vehicle Id is created next to the original. Both appear in game.You are adding a vehicle rather than replacing one.

Duplicate also gives you room to change shared data safely. Several vehicles share one vehicle template - dimensions, crash weight, audio and part animation all live there - so editing it can affect its siblings. The workspace notices this and splits off a private template the first time you change something template-level.

⚠️ An Override mod still shares its template with other vehicles. If you change audio or part animation on one, isolate it first, or the change lands on its siblings too. See Bounds & Audio.


04. The workspace sections

The sidebar groups the vehicle into sections. Which ones appear depends on the vehicle: a boat has no seats of the kind a car has, so it has no Seats section.

Vehicle workspace layout
#AreaWhat it is for
1Section sidebarJumps between the parts of the vehicle. Sections that do not apply are hidden.
2Properties panelThe values for the selected section. Rows with a Pick button can be selected in the viewport and moved with the gizmo.
3Preview viewportThe vehicle as ModKit can render it, plus placement markers for things it has no art for.
GroupSectionWhat lives therePage
(none)GeneralName, price, purchase conditions, thumbnail, distant mesh.General
AppearanceMeshesEvery mesh slot on the vehicle. Swap a body panel, a wheel, a mirror.Appearance
AppearanceAnimationTwo tabs: part motion as curves, and the passenger animation Ids for each seat.Animation
AppearancePaintThe colour variants a player can choose from.Appearance
AppearanceLightsHead lights, tail lights, indicators.Appearance
AppearanceObjectsObjects the vehicle carries, plus boat disembark points.Objects
SlotsSeatsWhere a Zoi sits and the anchor they walk up to.Slots
SlotsPointsTrunk, bonnet, wash and selfie spots, FX points, audio/UI pivots.Slots
PhysicsBoundsThe placement/collision box.Bounds & Audio
PhysicsDrivingTop speed, acceleration, braking, steering.Driving parameters
AudioAudioEngine, spawn and despawn sounds.Bounds & Audio
(none)ComponentsEvery component on the vehicle, as a tree. Inspect and edit one at a time.Slots
(none)ToolsWorkspace utilities.-

05. Workflow at a glance

A typical reskin, in the order that avoids rework.

  1. Create the workspace. Pick the base vehicle, then Override (reskin) or Duplicate (new vehicle).
  2. Survey what you have. Open Meshes and note the slot names you intend to replace. Slots are grouped by body area.
  3. Import your meshes. Use the Import button on a slot's mesh field, or import first and pick the asset afterwards.
  4. Fit the meshes. Adjust each slot's transform if your mesh has a different origin or size from the original.
  5. Update Bounds. A mesh swap does not resize the vehicle. Do this whenever your body is noticeably bigger or smaller.
  6. Replace the distant mesh. Set the simplified mesh in General, or your vehicle reverts to the original silhouette at a distance.
  7. Paint and lights. Set the representative colour and its icon, then add colour variants and tune the lamps.
  8. Move what shifted. If the body changed shape, check seats, interaction points and carried objects.
  9. Animation, if you want it. Author door/trunk/wiper motion.
  10. Set the data. Price, purchase conditions, display name.
  11. Save, package, test in game.

Steps 5, 6 and 8 are the ones most often skipped, and they are the usual cause of "it looked right in ModKit but wrong in game".


06. What you cannot change

Worth knowing before you plan a mod.

LimitationWhyWorkaround
Number of seatsA vehicle carries seven at most - a driver plus six passengers - and on a car the seats come with the vehicle rather than from data.None on cars. Boats are a partial exception, see Objects.
Adding or removing mesh slotsSlots are part of the vehicle's structure.Replace what a slot shows, or hide it by leaving it empty.
Handling with Advanced Driving Mode onCars and motorcycles switch to a physics path tuned once per vehicle type.Your values apply with the option off. Bicycles and boats are never affected.
Adding lightsLight slots come with the vehicle.Tune the existing ones.

07. Driving parameters

A common question: where do I change how fast the vehicle goes?

Open the Driving section, under Physics in the sidebar. Speed, acceleration, braking and steering live there. They are not stored in any data table - they sit on the vehicle's movement component - but the workspace reads and writes them for you, and the values are applied when the vehicle spawns.

Which settings you see depends on the vehicle type, because a boat and a motorcycle do not move the same way. The panel works this out for you and shows only the ones that apply. Speeds and accelerations are in centimetres per second, so 1500 is roughly 54 km/h; angles are degrees and times are seconds.

Shared by every vehicle type

ValueWhat it does
MaxForwardVelocityTop speed going forward.
MaxReverseVelocityTop speed in reverse.
AccelerationHow quickly it picks up speed forward.
ReverseAccelerationSame, in reverse.
BrakeDecelerationHow hard the brake slows it.
NaturalDecelerationCoasting slowdown with no input.
SlideDecelertaionSlowdown while sliding.
MaxWheelAngleTotal steering lock. 120 means 60 each way.
MaxWheelRotateTimeSeconds to steer from centre to full lock.
MaxWheelReturnRotateTimeSeconds for steering to spring back to centre.
SteeringSensitivitySteering responsiveness multiplier.

Motorcycle and bicycle only

ValueWhat it does
ReverseSteeringScaleSteering-angle multiplier while reversing. 1.0 matches forward.
MaxLeanAngleHow far the bike leans into a corner.
LeanSpeedHow quickly it leans over.

Boat only

ValueWhat it does
MaxBankingAngleHow far the hull rolls into a turn.
MaxPitchingAngleHow far the bow rises and falls.
BankingSpeedHow quickly the hull rolls.

There is no table of default values here, because there is no such thing as a useful default: every vehicle in the game ships its own tuning and they differ widely. A Casper steers at MaxWheelAngle 120 while a scooter uses 90, and that scooter tops out at 850 where the car reaches 1500. Read what your vehicle currently has in the panel and adjust from there, rather than from a number you saw in a guide.

⚠️ Two limits to keep in mind while tuning.

  • Cars and motorcycles ignore these values when the player turns Advanced Driving Mode on: the game switches to a physics path with one shared tuning per vehicle type. Bicycles and boats always use your values.
  • The traffic that fills the city runs on a separate movement system and is never affected.

A few settings exist in the vehicle data but are never read by the game, so the Driving section hides them: the handbrake pair, the steering-deceleration pair, and the slide-angle offset. If you see them mentioned elsewhere, they have no effect in the current build.


08. Chapter summary

ChecklistDone
Do I know whether I want Override or Duplicate?
Do I have an FBX per slot I intend to replace?
Do I have a square icon for the representative colour?
Am I aware that Bounds and the distant mesh are manual steps?

09. Where to go next

  1. General - price, purchase conditions, thumbnail, distant mesh.
  2. Appearance - meshes, materials, paint and lights.
  3. Animation - door, trunk and wiper motion.
  4. Slots - seats, sit positions, interaction and FX points.
  5. Objects - carried objects, boat seating, disembark points.
  6. Bounds & Audio - the collision box, engine sound, packaging.

If you would rather drive the workspace from a script or an AI assistant, every section here also has an MCP tool; start from modkit_list_vehicle_components.


10. Data reference

The workspace writes into these tables for you. You do not need to edit them by hand, but the field descriptions are the quickest way to find out what a value actually means.

  • Vehicle - the vehicle itself: name, price, colours, purchase settings.
  • VehicleTemplate - the shared template: dimensions, seat count, part animation.
  • ObjectBP - the component data: meshes, transforms, lights, slots.