Just wanted to note that this prop pack includes a police car automata that conflicts with/overwrites PEG's cop car replacement mod. See pic below...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F695%2F23358654gm2.jpg&hash=3db027be93dca827447973e4e121cc5d2eb39a4a)
Note that the police car props on the lot are still the PEG version - only the automata on the streets are changed.
For the time being, I have solved this by making sure the PEG mod loads last, but the automata probably doesn't belong in the MEGA pack...
This is not an automata conflict, it's a texture conflict, similar to the one I fixed for Superstar's Triangle Tower.
Automata cop car's S3D file has TGI address 0x5AD0E817,0xBADB57F1,0x10640000
Maxis prop cop car's S3D file has TGI address 0x5AD0E817,0xBADB57F1,0x1D410000
Pegasus' cop car's S3D file has TGI address 0x5AD0E817,0xEEACA884,0x00030000
Kevdan's cop car's S3D file has TGI address 0x5AD0E817,0xCE04628F,0x00030000
They all have different Group and Instance ID's and won't conflict.
The S3D files refer to texture addresses only by the Instance ID though.
Thus, even if the Group ID's are different, texture conflicts may occur.
I have no idea how the game picks the textures if they have the same IID's.
In fact, 99% of all custom bats have textures (material ID's) starting with IID 0x00030000.
Since both Pegasus and Kevdan have the same IID's, their textures can obviously conflict.
A renumbering of either mod's FSH textures (and correction of the S3D files) could probably cure it.
A simpler solution is of course to make sure the one you want to use is loaded last. :thumbsup: