What this is: Vehiclesmith is the vehicle-customisation mode (the vehicle counterpart of Gunsmith), built on the shared Itemsmith UI framework. Almost everything here is UI configuration: scene layout, tabs, browser pages, camera modes, data layers and input bindings. There are no combat or balance numbers in this plugin.
Season 02 update (2026-10-15)
No files added or removed. The one changed file is the popup table below.
Popup options (DT_VehiclesmithPopupOptions) went from 0 rows to 5, the same five popups as the Gunsmith popup table:
UI.Popup.SaveBlueprint: Info, Cancel / OK.
UI.Popup.DeleteBlueprint: Warning, “Do you wish to permanently delete this blueprint?” (“This cannot be undone”), Cancel / OK.
Display strings come from STRINGS_Itemsmith_PersistentActions and STRINGS_Vehiclesmith_PersistentActions (the test-drive action uses the Vehiclesmith table, key Vehiclesmith.Actions.TestDrive).
Only one property is set in the export. The build page widgets come from the scene’s Build page preference (section 5b).
9. How Values Combine
This plugin does not change vehicle stats. What it does:
Archetype filter narrows the browser to one vehicle family (air rotary, land wheeled, land tracked). The default archetype is the first thing a player sees.
Environment option picks the family (air or land), which then sets the background and test-drive data layer (section 5c).
Persistent actions appear in the bottom bar, aligned left or right by the table in section 6.
10. Still Not Pulled / Limitations
Vehicle stats and part lists are not here. They are defined in the vehicle category (see the Vehicles reference).
See docs/CROSS_REFERENCE.md for the project-wide cross-reference index of where referenced assets are defined.
String and icon assets (STRINGS_Vehiclesmith_*, W_VehiclesmithScene, T_UI_*) are referenced by key or path. The text itself is not in this export.
Lists of variant and filter ids beyond the ones above (for example every Vehicle.Archetype.* tag) are not enumerated here.
The 46 named-action entries are summarised by group in section 2b rather than listed one by one.
Input bindings for the IMC_Itemsmith_* contexts are in their own assets, not in this plugin folder. Their key assignments are not covered here.
Data layer and map assets (DL_Vehiclesmith_*, Vehiclesmith_Main_P) are referenced by path only.