I'm wondering... because some times the game doesn't pay attention. People became convinced the game was NOT spawning gang vehicles randomly in traffic. The game was, but it's hard to see because they always use the default weighting, meaning they blend in with normal traffic. You can tell if you add unusual vehicles like the choppers. It seems then that the game ignores the variants.
Except, well, when you pick the actual gang vehicles, it uses an xtbl list. The problem is while each of those has a <variant> tag, the game engine ignores that flag (or something), and assumes the saints variant without fail. Thus if you add a car to the list which lacks that specific name, it fails to load the car, leaving it blank, and the game won't let you select it (as keyboard locks out temporarily, and mouse can't be used to confirm using it). In turn, you can only add vehicles with that specific named variant.
What I'm wondering then is since the vehicles are not only named variants but given a variant ID number, does the game load them by variant ID in the missions and scripts? I'm poor at LUA but best I could tell the assumption of the variant is something handled in-engine and thus can't be fixed. But if we knew the scripting, if the missions only care about the ID number we could change the name of a variant for a car, and thus the missions work fine, but the gang customization could select them too (and then they'd drive fine, as normal vehicles anyways in traffic). Of course it's probably caring about variants more directly, and never even uses the ID number, and thus it'd be a matter of actually creating new variants into the game to be the working vehicles. That'd be possibly doable with the lookup tables you made, if it read the xtbls, but without being able to decompile the binary variant tables and then go from there, it's probably not gonna get too far in the real game
Of course, the game doesn't even use that either when you call up saints reinforcements and so on meaning it lets more variants be picked... so who knows.
The game is weird. Things like this or the lack of dynamic time being related to some times of day just inexplicably removing spawning... makes me think they hit crunch time and had to give up all the fun stuff they were
almost done.. and then ended up hardcoding stuff to make it half-work, and hide the seams.
