[REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

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LAFAYET47
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/14/2026)

#1071 Post by LAFAYET47 » 15 May 2026 16:45

@Quaristice You might want to take a look on the new prefab garages that SCS introduced in 1.58, there are a few places that when your mod is active are still displaying the old garage prefab. I just took a look on St. Louis (Missouri) and it still has the old garage prefab.
Quaristice
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/14/2026)

#1072 Post by Quaristice » 16 May 2026 15:54

Yeah, in Phoenix and Seattle as they've been unchanged since they were edited by me as they have more complex edits than just traffic area tweaks. St. Louis is a mystery though, I think it temporarily had the old prefab during the 1.59 open beta and that ended up making it to this mod.

Frankly, I think the new garages were a downgrade, so I noticed but ignored the issue. If replacing them is as simple as checking the prefab properties and changing it to another, I'll do it, otherwise no.
Quaristice
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/20/2026)

#1073 Post by Quaristice » 20 May 2026 06:45

Emergency hotfix (24.2) uploaded.

•Broken companies in East St. Louis fixed.
•Typos for Tucker Boulevard in East St. Louis and St. Louis fixed.
•Start of rush hour changed from 5AM to 6AM.
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LAFAYET47
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/20/2026)

#1074 Post by LAFAYET47 » 20 May 2026 20:16

It's fine @Quaristice , thank you for the update. I'm also on the same side as you with the new garages...not really liking them much. It was cool they added a bit more of space for maneveuring with the truck and trailers, but that big space feel completely useless. In my opinion this was a big missed opportunity to add a very much needed repair function on your garage...it has been requested many times but SCS once again couldn´t care less about it.

On another front, would it be possible to make a patch to make this mod fully compatible with US Car Culture?
Quaristice
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1075 Post by Quaristice » 24 May 2026 18:34

US Car Culture is compatible, isn't it? I don't think it deals with traffic spawn rates like this mod, just relative spawn rates for each car model.

Anyways, version 24.3 uploaded. I'd normally wait until 1.60 but I think we're still a long time away from that, just some QoL tweaks that I find are too crucial to wait for.

•Dense traffic area tweaks in Des Moines and Omaha-Lincoln.
•Inner lane truck restrictions removed for I-80 East in Sacramento (it was causing traffic at the inner lane to suddenly stop to attempt to merge right)
•Highway urban traffic spawn rate for larger cities changed from 8.0 to 9.9, Local street/smaller city traffic spawn rate changed from 8.0 to 3.0.
mast3rtadp0l3
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1076 Post by mast3rtadp0l3 » 25 May 2026 05:18

@LAFAYET47

Seems US Car Culture may have problems of its own, assuming you are experiencing a lack of traffic diversity/realism as well. License plate expansion works in supported states, but I've been seeing the exact same trucks, vans, etc. all over the place. I've been trying to fix it but to no avail... shouldn't be caused by this mod though.
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LAFAYET47
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1077 Post by LAFAYET47 » 25 May 2026 10:22

@Quaristice it is just as @mast3rtadp0l3 mentions. When putting together UTO+USCC, I'm getting an insane amount spawn of dump trucks, vans, small trucks, etc and almost no cars. I haven´t tested with USCC alone, but using just UTO fixes the issue, the traffic return to its normal levels. Sound Fixes Pack could potentially be an issue since it modifies AI traffic sounds it also touches the spawn rate of each of these vehicles. If you are using it, you could try to remove it and check again how the spawns are.
mast3rtadp0l3
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1078 Post by mast3rtadp0l3 » 25 May 2026 19:26

Actually yes, @LAFAYET47 you are right on the money with Sound Fixes. I guess the high prevalence of those "utility" vehicles is not innate to this mod, but I've discovered that using UTO with both Sound Fixes and USCC (separately or together) drastically spikes the number of them and overshadows the regional changes brought about by the latter. @Quaristice I am not sure if there is actually anything you can do about this, but may be something to look into if it could interfere with other seemingly harmless mods. Never had a problem with either before 1.59, so it may still be an issue with USCC or base game code. USCC has not been changed since 1.58 besides just editing version.sii.
Quaristice
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1079 Post by Quaristice » 25 May 2026 21:45

@mast3rtadp0l3 @LAFAYET47 Oh. The thing is that this mod cranks up the spawn rate of cars, light trucks, medium trucks, and heavy trucks for large urban areas. It used to be only for cars, since in cities highway traffic is overwhelmingly commuter traffic, but a few game updates ago traffic started getting VERY sparse if you only crank up the spawn rate of one vehicle type. What I did was increase the spawn rates of all vehicle types, but made the definition files of some of the more uncommon trucks call for the models/sounds/mass data/etc. of some generic cars instead of the respective trucks. (If you see a lot of cars using weigh stations or the dedicated truck lanes at agricultural inspection stations, it's because of that, they're actually fake cars).

Put my mod at higher priority than US Car Culture and the definition files of said trucks should go back to calling car models instead. If that doesn't work or breaks other parts of the mod, open my mod, go to def/vehicle/ai, extract all the .sui's from there and then put them on US Car Culture's def/vehicle/ai folder, overwriting whatever is there.
mast3rtadp0l3
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Re: [REL] Urban Traffic Overhaul (Formerly "Minor Urban Overhaul") (05/24/2026)

#1080 Post by mast3rtadp0l3 » 26 May 2026 05:12

Thanks @Quaristice , putting UTO at higher priority than Sound Fixes and USCC does seem to help clear things up. Now, in cities, I am seeing primarily commercial cargo/work vans (still a crap ton of U-Hauls specifically) but less construction, tow trucks, etc. It's also likely I haven't noticed the changes in this mod's spawn rates earlier since I haven't been around for a while. I might just end up prying through the mod and trying to tweak some things myself, perhaps seeing if I could make those high-prevalence vehicles look like cars instead of the trucks to avoid seeing cars getting diesel/entering ports/whatnot.

I did also overwrite USCC's folder with those .sui's and did not notice any changes besides those that came from adjusting mod priorities. It sounds like SCS is just making it increasingly difficult to implement realistic or car-heavy traffic mods with those updates, whether intentional or not. Anyway I appreciate the advice!

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