Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Motorcycle Pack
Maduro enduro, Tucati sport bike and Marley Hutchinson cruiser. Buy, paint and ride with custom poses, responsive handling, working lights, wheelies/stoppies and crash pickup. Single-player Windows IL2CPP.
CHANGELOG
Changes
0.1.14
Adds working headlights using the native vehicle light controller, normal light binding and distance-optimized beams, fitted to each motorcycle's original lenses. Tail lights glow dimly with the headlights and brighten while braking. The existing shared motorcycle materials are retained.
Adds separate forward/backward rider lean and controlled wheelie/stoppie assistance. DownArrow + acceleration leans back for a wheelie; UpArrow + braking leans forward for a stoppie. The supporting wheel must remain grounded and the bike must be traveling forward. Lean keys can be changed with LeanForwardKey and LeanBackKey in MelonLoader's MotorcyclePack preferences. Stunt input is currently keyboard-only; native keyboard/controller steering and other normal driving bindings remain available. Maduro has the greatest lift range and Marley Hutchinson the most restrained. Neutral lean retains the existing steering and brake tune, while release helps settle the lifted wheel.
Forward stunt response is quicker than wheelie response so strong normal braking leaves time to lift the rear wheel. Extra lift fades near the pitch limit. Supporting-ground checks now reject a missing surface even if the native wheel's grounded flag remains set after lift, using the existing ground query.
A substantial collision or sustained sideways fall now queues a safe native dismount outside the physics callback, then leaves the owned bike requiring pickup. Nearby on foot, the normal interact prompt becomes Pick up bike: the first fresh press rights the bike on clear, supported ground; the next press mounts it. Fallen owned bikes restored from saves receive the same interaction. Mount/recovery grace and collision/roll thresholds exclude transient settling and minor disturbances. A blocked safe exit stays mounted and does not repeatedly retry until the bike becomes upright or is recovered. Mounted R recovery remains available at no more than 9 km/h. This version uses a simple safe dismount, without ragdoll or a custom wipeout/pickup animation.
Retains the three-bike catalog, models, prices, saved IDs, 16 paint colors, dealership display and the prior responsive driving tune. Previously owned bicycles remain loadable. The playable release archive includes the DLL and documentation; no source/model download is added.
All 4,452 executable policy/model checks and 172 isolated native game checks pass, and the release builds with zero warnings/errors. Native checks cover lights, dismount/pickup/remount, measured front/rear wheel lift and touchdown on all three motorcycles. Live save files are unchanged and the diagnostic helper is removed. Night appearance, rider/camera presentation and riding feel still need human play confirmation.
0.1.13
First Nexus Mods beta release as Schedule I Motorcycle Pack. Keeps the responsive handling confirmed working in 0.1.12, with a small steering-response polish for corrections and direction changes. Steady turn limits, grip, braking and release behavior are retained.
Cleans the player guide and public archive names, adds a concise Nexus description and model gallery, and preserves the existing mod DLL identity and saved vehicle codes. All 896 executable checks pass, and the release builds with zero warnings/errors.
0.1.12
Replaces the motorcycle's stacked steering filters after the user reported slow response and wide turns in 0.1.11. Reads keyboard/controller steering directly, uses one desired-turn ramp, moves the front wheel at up to 240°/s, and adds bounded feedback from the bike's actual turning rate. A speed-dependent full-turn curve requests a 6.6 m radius at 36 km/h instead of 11.3 m; this is a controller demand, not a measured in-game radius.
Adds dissipative sideways grip at the center of mass and catches excess yaw when steering is released or reversed. Assistance requires both wheels on valid ground and an active, upright rider; it fades in over 0.1 seconds after regaining contact, fades out near a stop, and releases for 0.25 seconds after hard body collisions. Walls cannot qualify as the supporting road. Bank demand is capped at 40°; the handling intentionally favors responsiveness over strict physical realism.
Retains the stronger brakes, physical body clearance, existing tire curves, rider fitting, models, paint, prices, purchases, saves, safe exits and recovery. Previously owned bicycles retain the old steering path. No extra ground queries, screen overlay, direct velocity/rotation writes or native art are introduced. Executable response and energy checks plus compiled integration review cover the update; live driving must confirm its feel.
0.1.11
Makes steering more responsive after 0.1.10's restrictive turn cap. The motorcycle balance limit rises from 32° to 45°, with a shared limit in steering and roll control and a 3° reserve for 42° steady cornering demand. Input steering advances at 220°/s instead of 100°/s; bounded cornering-force response rises from 12 to 24 m/s³. Full-lock 36 km/h geometric turn radius falls from about 19.2 m to 11.3 m. Short taps reach useful steering sooner while full/partial input remains proportional at speed.
Raises the physical motorcycle body by 11 cm so its corners clear flat ground through stronger banking at full suspension compression. Visual meshes retain their shape and position. All 723 executable checks pass, including 194 steering-response and clearance checks.
Retains the progressive lateral friction and rear stiffness bias, stronger brakes, rider alignment, models, paint, purchases, saves, exits and recovery. Physical steering still advances once per physics tick. Legacy bicycle input and lean limits retain their previous settings. No yaw controller, minimum high-speed wheel angle, extra ground query or velocity write is added. Geometry/input checks do not establish live Unity driving quality.
0.1.10
Addresses the rear swinging forward during small turns on all three motorcycles. Replaces the car-style linear steering cap with a wheelbase/speed calculation that stays inside the bike's lean support. Native steering is normalized before applying that cap, so small inputs remain small at speed. Physical steering advances once per physics tick, with bounded wheel movement and cornering-force changes. Accelerating cannot retain an excessive low-speed wheel angle.
Raises lateral slide retention to 85% at the front and 95% at the rear, with an 8% rear stiffness bias. The same curves apply at setup and after terrain changes. Stronger 0.1.9 brakes, grounded pitch/roll support, rider poses, models, catalog, paint and safe exits/recovery are retained. No yaw controller or direct velocity correction is added.
All 633 executable checks pass, including 104 cornering geometry/response checks across each bike's wheelbase and speed range. These verify supported lateral demand and smooth input trajectories; live Unity tire behavior still requires testing.
0.1.9
Adds Marley Hutchinson, an original classic cruiser with a low saddle, painted teardrop tank/fenders, chrome V-twin, long forks, swept bars, round headlamp, spoked wheels and twin exhaust. It costs $9,000 with an initial 85 km/h target speed, relaxed upright riding pose, forward footrests and the same 16 saved paint colors. Default paint is black. Its reused native engine sound has a lower pitch.
Renames the enduro to Maduro and sport motorcycle to Tucati, retaining their saved IDs, prices, models and the rider alignment confirmed working in 0.1.8. Removes both bicycles from Jeremy's purchase menu and the outdoor display. Existing owned bicycles retain hidden compatibility entries so their saves still load.
Strengthens motorcycle brakes from a 7 to 9.5 m/s² torque target with a 60/40 front/rear split. Longitudinal high-slip retention increases from 60% to 75% of peak grip; peak and lateral grip retain their previous values. The successful pressure ramp, suspension force placement, pitch support and roll balance remain unchanged. The simplified stopping model estimates about 24–25% shorter stops; live Unity braking verification remains pending.
Adds editable cruiser mesh exports and previews, plus actual Player-skeleton reach/posture checks for the new rider contacts. The install and source packages contain the final three-motorcycle catalog.
0.1.8
Corrects the rider's excessive forward fold seen on both 0.1.7 motorcycles. Skin-bind rotations now use normalized anatomical frames, and hips, spine, neck and head receive explicit angles relative to the bike. The avatar parent is aligned before applying the pose. Native pelvis offsets are cleared during the owned IK solve and restored on exit along with the previous animation, bones and solver state. The correction also handles a folded starting pose when a body bind cannot be recovered. Each mount logs the actual solved torso/head angles once for live verification.
Reduces brake-induced tipping with progressive brake pressure, suspension force placement closer to the center of mass, and bounded grounded pitch support during braking and low-speed settling. Full brake torque and existing inward roll balance are retained. Pitch support is disabled while airborne; recovery and collision behavior retain their existing integration.
Build and compiled-code checks pass, along with 462 executable behavior checks and 28,350 geometric rider-pose cases using the installed Player skeleton. These checks do not replace live Unity animation and wheel-physics verification. Models, paint controls, prices and stable vehicle IDs retain the 0.1.7 design.
0.1.7
Adds two original motorcycle models: a tall enduro with spoked wheels, knobby tires, high fenders and handguards, and a Panigale-style sport bike with full fairings, a windscreen, twin front light shapes, alloy wheels and a raised tail. Shared meshes are authored by the mod; editable GLB/OBJ exports and a standalone paint preview are provided separately. Motorcycle IDs and prices are retained, so existing owned motorcycles receive their new model on reload.
Replaces the parked NPC clip with a custom procedural riding animation on the player's existing clothed skeleton. Each motorcycle has its own torso/pelvis pose, grips, knee and elbow hints, planted feet and finger grip. Speed, steering, acceleration, braking and road movement smoothly adjust the pose. Handlebar reach uses actual steering angle, including while parked. Animation, look control, bones and IK state are restored on exit.
Adds 16 native vehicle paint colors: P cycles forward, Shift+P cycles backward while stopped and mounted or aiming at an unoccupied owned motorcycle. Paint changes are scoped to each bike and commit through the native saved color. Menu, typing and paused input are excluded. Existing game notifications supply the hint and color name.
Fits motorcycle wheelbases to 1.48 m (enduro) and 1.43 m (sport). Visual steering follows the raked head-to-hub axis so forks and wheels remain attached at full lock while matching physical steering heading. Models use 20/22 renderers with cached geometry/materials; live performance and visual quality still require an in-game check.
0.1.6
Reuses the recent update's native chopper meshes, textures, and materials for both motorcycle variants. The street version uses red paint and road wheels; the off-road version adds orange paint, handguards, and batched tread accents. Fresh graphics objects share native assets while avoiding NPC/network/burnout/physics component cloning. Bicycles retain the original models.
Uses the official Motorbike_StandingStill clip through the player's existing IsMotorbikeSitting and EnterMotorbike animation state. The avatar retains its clothes and hand/foot IK. Animation state, seated flag, and root motion are restored on exit.
Matches motorcycle wheelbase to the chopper's proportions at 1.76 m and positions the driver seat at the native saddle contact. Asset setup is cached and bounded; fallback graphics can upgrade when native art becomes available. Existing vehicle IDs, prices, purchase/save integration, handling controls, safe exits, and R recovery are retained.
0.1.5
Corrects inward bank direction using the front wheel's actual steering angle and speed, with capped lean, smooth transitions, and damped physical roll correction. Bike forces run once per physics tick.
Restores the native clothed rider after the game hides it on entry. Fits the rider once after native animation and avoids a duplicate IK solve. Normal visibility and limb settings are restored on exit.
Validates supported ground and a clear standing capsule before dismounting. The exit origin accounts for the player's actual capsule center and height. Adds R recovery while stopped and automatic righting when mounting a stationary fallen bike; only nearby clear, supported spots are used.
Moves native graphics suppression to setup/start/visibility changes. Reuses wheel raycast and rider scratch buffers, caches surface classification, updates grip only when it changes, and stops dealership scans after setup. Combines static bike meshes by material within animated pivots to reduce renderer count while preserving wheel, steering, crank, and rider contacts. Frame-rate improvement still needs measurement in the game.
0.1.4
Restores the Enter vehicle prompt with a bike-sized trigger on the native interactable. Its inherited car transform is reset, and the physical body collider is moved directly under the vehicle root with an independent scale. Native hover and mounting callbacks are retained.
Keeps the original car body and wheels hidden by disabling their captured LOD groups and forcing their renderers off. Suppression is repeated after startup, visibility changes, and late updates; the new bike and rider renderers are excluded.
Replaces stripped legacy TextMesh price labels with the game's native world-space TextMeshPro component and fonts. Labels retry if fonts load late. Adds a one-time log of visible screen graphics in the lower-left corner to help identify the reported unexplained rectangle; this diagnostic creates or changes no UI.
0.1.3
Fixes the fatal wheel-physics call identified in both purchase crash dumps. Ground contact now uses native wheel grounding plus raycast sampling instead of the unsafe IL2CPP GetGroundHit(out WheelHit) interop call.
Bike payment checks the full catalog price against the current bank/cash balance, including a second check just before charging. A bike must spawn and pass setup verification before money is deducted. Failed setup is removed without a charge; duplicate payments are blocked. Native car purchases retain their existing behavior.
Fixes the outdoor display creation error by using non-generic native component creation for bike meshes, body colliders, and signs. Display models remain visible if an optional sign/font fails, and the display row is parented outside the dealership's interior visibility hierarchy. Adds setup and payment diagnostics.
0.1.2
Adds the bike purchase option directly to Jeremy's static Hyland Auto welcome conversation, which his scheduled dealership interaction uses. The previous update searched the generic controller choices and could not find this purchase tree. Four-bike selection keeps the native confirmation and payment flow.
Adds four stationary bike displays with names/prices outside the empty dealership garage. Displays are anchored to the installed map's front garage frame, are grounded at runtime, and leave a central walking gap. They do not create owned or saved vehicles.
0.1.1
Fixes missing vehicle-purchase choices with a dedicated I'd like to buy a bike. conversation. Its four vehicle choices fit the native menu slot count and retain copied payment nodes and purchase links. Native vehicle labels are matched without case sensitivity. Menu setup is verified separately from registration of vehicle listings, and readiness is logged only after purchase choices are present. Saved bike IDs, prices, models, and handling are unchanged.
0.1.0
Initial single-player local test build: four original procedural bikes, two-wheel handling, native dealership purchasing integration, and native vehicle saving.