EXPULSION V7.0 - BY LUSH MODZ

AUTO PROLOGUE COMPLETION
- Added Auto Complete Prologue to Story Mode Recovery, enabled by default and included in saved menu settings. Requests the profile completion flag once after Story Mode and profile settings are ready. Does not terminate the mission or force Online; PS4 effect remains unverified.

US / EUR 1.57 SUPPORT
- Added CUSA00411 EUR alongside CUSA00419 USA in the shared PRX install configuration. Audited the supplied EUR eboot against the USA executable: existing hook and native offsets match.
- Updated USA-only labels; retained startup signature checks. EUR console testing remains required.

DRILL BMX SETTINGS
- Moved the Bunny Hop Height selector from the main Fun Options list into Drill BMX Bike, beside Spam R1 Hops and Triggers Boost Forward.

PC MAP CLEANUP
- Removed Mansion Under the Bridge, Military Sea Base and SidehouseX from the menu and install package. Kept Indoor Skatepark and its external map file.

FCLOADER PS3 VEHICLES
- Added 104 extracted vehicle builds in six submenus under Modded Vehicles > FCLoader PS3 Vehicles.
- Added model checks, bounded spawning, timeout and partial-build cleanup. Builds are local; original paint helpers are not imported. Console compatibility remains to be tested.

EXTERNAL PC MAP FILES
- Moved Mansion, Military Sea Base, SidehouseX and Indoor Skatepark placements out of the compiled plugin into versioned .map157 files under /data/Expulsion/Maps/.
- Added an XML converter preserving compatibility exclusions and scenery hides. Validates file identity, version, bounded counts, records and checksum before spawning.
- Install the Maps folder alongside the updated PRX. Generated stunt maps remain built in; object limits and unavailable models are unaffected.

STARTUP LOADING GUARD
- Defers menu configuration loading, texture requests and gameplay feature ticks until the loading screen ends, the player is active, and a valid ped remains available for 60 frames.
- Added as a mitigation for the reported 90-percent loading hang; root cause and console recovery remain unconfirmed.

SKY MEGA SKATEPARK CRASH MITIGATION
- Uses larger stt_prop_stunt_bblock_huge_01 blocks for the sky deck and walls, with a strict 384-prop sky-layout budget instead of allowing the reported 1,039-prop layout.
- Builds one sky-map prop per frame; rejects oversized layouts before object creation. Keeps the 200m+ footprint and perimeter walls when model bounds fit the budget.
- Crash cause is unconfirmed; console stability and large-block availability/collision require testing.

DRILL BMX TRIGGER DRIVE
- Added Triggers Boost Forward toggle to Drill BMX (off by default). R2 pressure controls forward acceleration: light taps give a small push, holding fully accelerates toward a 22m/s forward-speed cap.
- Preserves vertical hop velocity and requires the menu closed, local driver and entity control. Console feel still needs testing.

DRILL BMX REPEATED HOPS
- Added Spam R1 Hops to Drill BMX, enabled by default. Each fresh R1 press boosts the active Drill BMX even while airborne, without the normal hop cooldown.
- Added the shared BMX Hop height selector to Drill BMX. Normal uses a modest repeat-hop lift; disabling spam restores standard height-selector rules. Regular BMX behavior is unchanged.

REGULAR BMX HOP SUPPORT
- Requests network control of the BMX driven by the local player, with throttling, rather than silently skipping networked bikes.
- Accepts hop input for 250ms after ground contact so native takeoff does not immediately reject the boost. Applies to regular and Drill BMX; requires console testing.

BMX HOP INPUT FIX
- Accepts normal/disabled hop press and release input. Replaced the both-wheels-down requirement with an airborne check so a grounded wheelie can trigger the boost.
- Retains driver/control checks, cooldown and Normal default; console behavior still requires verification.

BMX BUNNY HOP HEIGHT
- Added BMX Hop in Fun Options: Normal (default), High, Higher and Extreme. R1 adds upward lift on a grounded BMX while preserving horizontal speed.
- Requires the local driver and entity control, with menu closed and a cooldown. Setting applies for the current run; actual jump heights need PS4 testing.

DRILL BMX HAND TRACKING
- Replaced handlebar-bone placement with the animated left/right hand midpoint, converted into the bike frame and refreshed while riding.
- Keeps the drill upright relative to the bike. Exact grip shape/width still needs PS4 visual verification.

15 LINE MOTORCYCLE LOCAL BOARDING
- Added Triangle boarding for the nearest empty bike within 2.5m while on foot with the menu closed. All 15 bikes remain connected.
- Does not displace occupants or move other players; the lead bike drives the line. Remote boarding still requires multiplayer verification.

SKY SKATEPARK MEASURED-BLOCK CAPACITY
- Increased tracked layout capacity to 1,152 pieces. The reported 3.621 x 14.68m block needs 1,039 pieces for the full 200m+ deck, perimeter walls and obstacles.
- Added layout coverage checks for the reported dimensions. Actual console object creation and collision still require verification.

SIDEHOUSEX SOLAR PANEL COMPATIBILITY
- Omitted eight prop_solarpanel_03 (03B0F988) placements after the reported Piece 3 failure. SidehouseX now contains 1,521 props.
- Other placements are retained; roof detailing changes and full console spawning remains unverified.

MILITARY SEA BASE RAIL BUFFER COMPATIBILITY
- Omitted 18 prop_rail_buffer_01 (04DE7F33) placements after the reported Piece 2 failure. Sea Base now contains 1,456 props.
- Other placements are retained; the affected areas differ from the PC map. Full console spawning remains unverified.

MANSION SOLAR PANEL COMPATIBILITY
- Omitted 18 prop_solarpanel_03 (03B0F988) placements after the reported first-piece spawn failure. Mansion now contains 888 props.
- Other placements are retained; roof detailing changes and full console spawning remains unverified.

SWORD WEAPON MODELS
- Replaced surfboard-based Giant Sword and Giant Katana recipes with the actual prop_cs_katana_01 model, aligned at the hand using its bounds.
- Both options use the native-size katana model; no enlarged custom sword asset. Melee remains the existing bat behavior. PS4 grip verification is still needed.

CONCRETE HAMMER ALIGNMENT
- Replaced the separated two-stick shaft with one continuous handle and centered the concrete head at its measured tip.
- Retains the concrete prop at native size; final grip and appearance require PS4 testing.

CAR HAMMER ALIGNMENT
- Replaced the separated two-stick shaft with one continuous handle and centered the rotated Panto at its measured tip.
- Preserves vehicle-specific cleanup and oversized car appearance. Final grip and appearance require PS4 testing.

DUMPSTER HAMMER ALIGNMENT
- Replaced the disconnected two-stick handle with one continuous shaft and centered the rotated dumpster head at its measured tip.
- Retains the oversized dumpster model; final grip and appearance require PS4 testing.

SURF SHORTCUTS, PIGGYBACK AND PROP FIXES
- Added water teleport/return shortcuts to Jet Surfboard, Water Slide Mod and Wave Rider; Paddleboard Mod shortcuts included in this build.
- Added Spawn Ped and Ride to Ped Piggyback with asynchronous loading and owned-NPC cleanup.
- Shortened Disguise to display only the selected prop name.
- Connected Sledgehammer and Thor heads to the measured shaft tip; replaced Thor's oversized crate with a compact block-shaped toolbox.
- Traffic Light Hammer now uses its own pole as the handle with its base at the grip, instead of attaching the full pole sideways to a separate shaft.
- Prop appearance and riding behavior still require PS4 testing.

PADDLEBOARD WATER SHORTCUT
- Added Teleport to Water and Return to Previous Location to Paddleboard Mod, sharing the existing water-trip return location.
- Arrival guidance explains enabling Paddleboard Mod and holding X to paddle after closing the menu.

BODYBOARDING WATER SHORTCUT
- Added Teleport to Water and Return to Previous Location to Bodyboarding, sharing the water-trip return location with Wakeboarding.
- Arrival guidance explains enabling Bodyboarding and holding X to kick after closing the menu.

WAKEBOARDING WATER SHORTCUT
- Added Teleport to Water and Return to Previous Location in Wakeboarding. The shortcut checks the ocean surface off Vespucci Beach before moving the player.
- Use on foot; enable Wakeboarding near a moving boat within 30 metres. The shortcut does not spawn a tow boat.

PED SURFING SPAWN OPTION
- Added Spawn Ped and Surf to Ped Surfing: creates a nearby beach NPC, starts it wandering, and mounts the player automatically.
- Loads asynchronously with a timeout and removes only the NPC created by this option when the ride stops, fails, or switches. Existing nearby-NPC surfing remains available.

LAND AND WATER SURF VISIBILITY
- Keeps the carrier vehicle render-visible with transparent geometry and explicitly restores the board and standing rider to full visibility each frame.
- Hides only the seated driver geometry during the ride and restores original player visibility/alpha on cleanup. Console appearance still requires verification.

DRILL BMX HANDLEBAR ALIGNMENT
- Replaced the fixed downward drill offset with model-bounds alignment of the upper grip area to the BMX handlebars; adjusted the missing-bone fallback height.
- Preserves invisible-bike/visible-rider handling. Hand-to-grip alignment requires PS4 testing.

ALIEN HEAD ALIGNMENT
- Raised Alien Head relative to the head bone and reversed its facing while preserving its upright axis. Uses full rotated-bounds centering.
- The source prop includes a base; this change does not remove model geometry. Final fit needs PS4 verification.

MECHANICAL WINGS MODEL FIX
- Replaced the unavailable prop_tool_spade reference with prop_tool_shovel; falls back to the existing surfboard wing prop if the shovel model is invalid.
- Console model loading and appearance still require verification.

ENERGY CANNON FIT
- Reoriented the minigun prop along the right forearm, moved its center toward the hand, and corrected the model-origin offset and ped attachment rotation handling.
- Cosmetic attachment only; final alignment needs PS4 testing.

SHOULDER TURRETS FIT
- Attached the two camera props to separate left/right clavicle bones and centered their model bounds instead of stacking them along the spine axis.
- Remains a cosmetic CCTV-prop approximation; shoulder clearance and facing require PS4 testing.

CAPTAIN SHIELD FIT
- Centered the shield model on the left forearm after rotation, adjusted its clearance, and enabled ped attachment rotation handling.
- Retains the GTA ballistic/riot shield approximation; final placement requires PS4 testing.

GIANT SWORD BACK ATTACHMENT
- Replaced the surfboard and walking-stick approximation with prop_cs_katana_01, centered behind the torso and aligned by its longest model axis.
- Uses the sword model at native size; no oversized model scaling. Final back alignment requires PS4 testing.

ROBOT ARMS FIT
- Replaced oversized jackhammers with compact wrench braces and plates attached independently to both upper arms and forearms.
- Centered the rotated props on their attachment points and enabled ped attachment rotation handling. Cosmetic approximation; final fit needs PS4 testing.

HULK HANDS FIT
- Replaced full-size barrels with boxing-glove props attached separately to each hand, using model-center correction and opposing orientations.
- Cosmetic glove approximation; does not provide a custom green Hulk hand model. Final fit requires PS4 testing.

IRON MAN ARMOR ATTACHMENTS
- Replaced oversized limb jackhammers with compact plates, adjusted the mask orientation, and centered armor props using rotated model bounds.
- Remains a cosmetic prop-built approximation; fit and appearance require in-game verification.

BODYGUARD MENU LAYOUT
- Shortened the weapon selector to show only the selected weapon, preventing the full weapon list from wrapping over Apply Weapon to All.

SKY MEGA SKATEPARK LAYOUT
- Increased map storage from 512 to 1,024 props and budgeted the actual 29 skate obstacles, allowing a 200m+ enclosed deck built from 10x10m blocks.
- Layout failures now report measured block dimensions and capacity. Console spawning and collision still require testing.

INDOOR SKATEPARK TELEPORT
- Replaced the blocking pedestrian safe-position lookup with the fixed skatepark approach and optional ground-height refinement. Teleport remains available only after the map finishes spawning.
- Preserves Return to Previous Location. Console landing/collision behavior still requires testing.

SIDEHOUSEX COMPATIBILITY
- Omitted the towel rail (0248C996 / prop_towel_rail_01) that failed at Piece 2 after one successful creation. The other 1,529 placements are preserved.
- Bypasses this reported blocker; full map spawning still requires console verification.

MILITARY SEA BASE COMPATIBILITY
- Omitted 11 oil wellhead props (03D4F2A2 / prop_oil_wellhead_03) that failed object creation on PS4. Remaining 1,474 placements are preserved.
- This avoids the reported Piece 2 failure; full map spawning still requires console verification.
PS4 GTA V 1.57

MANSION FIRST-PROP COMPATIBILITY
- Omits the two decorative towel rails (0248C996 / prop_towel_rail_01) identified in the console failure report. The PS4 mansion now contains 906 props.
- Retains all other source placements and rotations. This bypasses the reported blocker; full map spawning still needs console verification.

15 LINE MOTORCYCLE RIDER ACCESS
- Keeps all 15 motorcycles connected and prepares every bike for riding, with collision enabled, doors unlocked for all players and hotwiring disabled.
- Enables network ownership migration for each bike. Removal still refuses to delete bikes occupied by other riders.
- Remote boarding and attached-vehicle behavior require multiplayer PS4 testing; the lead bike drives the connected line.

ICON AND MUGSHOT DRAW ORDER
- Draws queued menu sprites after the background and selection pass so classic-layout category icons, player-list mugshots and toggle icons are not darkened by those overlays.
- Preserves configured icon colors, brightness and opacity.

LOADING-SCREEN CRASH RECOVERY
- Disabled custom notification images after a reported loading-screen crash. Restored built-in PS4 icons and removed image file access, migration and status logging from popup delivery.
- The cause is not confirmed; this rollback requires console testing. Custom popup-logo instructions from earlier builds are superseded.

PS4 POPUP LOGO PATH FIX
- Uses the documented file://user/data/Expulsion/notification-logo.png URI for ShellUI. Attempts to migrate the previous /data/Expulsion PNG installation.
- Records the selected icon URI and notification request result for diagnosis. ShellUI image rendering still requires console testing.

PC MAP CREATION AND FAILURE DETAILS
- Corrected the final creation fallback to treat door/gate archetypes as frozen map props. This targets models such as the Indoor Skatepark prison gate; console validation is still required.
- Failed map menus retain the prop hash, piece number, reason and number created before cleanup, so a cleared partial map is not mistaken for a first-prop failure.
- The failure report remains available at /data/Expulsion/pc-map-errors.txt. A zero-prop failure without that report is not yet diagnosed.

LUSH MODZ PS4 POPUP LOGO
- All Expulsion PS4 popups now use /data/Expulsion/notification-logo.png by default. Includes a PNG converted from the supplied Lush Modz DDS.
- Falls back to the system icon when the logo file is absent. Custom-image appearance requires PS4 verification.

PARADISE SPRX PS3 DESIGN
- Added the active optimized-2020 Paradise material design: slim // title header, matching shaded selection bar with four-frame movement, condensed option font, tick/empty-box toggles, right-aligned numeric values and 20 visible rows.
- Automatically fits visible text within a safe width range, with matching player panel styling. Colors and left/right placement remain editable and saved. Uses the supplied settings file's red palette; cyan can be selected through color settings.
- Adapted the standard 2D renderer, with width capped for companion-panel clearance. Actual appearance requires PS4 verification.

TINY MENU SPRX PS3 DESIGN
- Added the Tiny Ass Menu 5.0.0 compact lower-screen frame, cursive title, faint star decoration, text pointer selection and On/Off labels. Uses 18 visible rows with scrolling for longer lists.
- Matching player panel, editable colors, saved preferences and left/right placement. Uses a readable white default and keeps the star within the frame. Keeps Expulsion branding and controls.
- Actual appearance and star texture availability require PS4 verification.

RIPTIDE FORCE SPRX PS3 DESIGN
- Added the RipTide Force source-style textured purple banner, gradient selection bar, 16-row scrolling, distinctive title/option fonts and inline blue ON / red OFF labels.
- Matching player information panel, editable colors, saved settings and left/right positioning. Keeps Expulsion branding and controls.
- Actual appearance and texture availability require PS4 verification.

NOTYOURDOPE'S PS3 DESIGN
- Added a selectable theme adapted from the v4.2.3 source: purple header/footer and side borders, cursive title, condensed option text, white selection bar, red/green circular toggles, and centered scrolling with 13 visible rows.
- Matching player information panel, editable theme colors, saved preferences and left/right placement. Keeps Expulsion branding and controls.
- Actual appearance still requires PS4 verification.

AP II INTENSE MENU PS3 DESIGN
- Added a selectable design adapted from Script.xsa: cursive header, compact 25-row list, translucent dark panels, full-width white selection, inline On/Off toggle labels and overflow arrows.
- Player information panel uses matching header, background and footer styling. Menu colors remain editable, and the design supports left/right positioning and saved settings.
- Keeps Expulsion branding and controls. Actual appearance still needs PS4 verification.

RIDE FIXES AND BACKGROUND DEFAULT
- Human Ferris Wheel sends one PS4 reminder popup once its animation loads successfully; closing the menu lets it spin.
- Ped Piggyback uses the carrier entity orientation and neck height to keep the seated rider upright. Searches nearby human NPCs for the closest eligible carrier instead of stopping at one unsuitable ped.
- Custom Background starts disabled when no saved preference exists. Saved background preferences remain available.
- Piggyback fit across character models still requires PS4 testing.

SOCIAL STARTUP POPUPS
- Added PS4 popup notifications after a successful menu startup: Subscribe to my YouTube channel: Lush Modz Ã£Æ’â€ž, and Follow my Twitter / X: @LushModz.
- Updated the YouTube display name to Lush Modz Ã£Æ’â€ž in the popup, Welcome screen, menu social footer and Credits.
- Added the PS4 YouTube symbol ï¡® before the YouTube startup popup message, using explicit UTF-8 bytes.
- Added the PS4 Twitter symbol  before the Twitter / X startup popup message, using explicit UTF-8 bytes.
- Messages run once per successful plugin startup and are skipped when hook installation fails. Existing Welcome screen social cards remain.
- Build passed and both messages verified in the compiled plugin; console notification timing still needs PS4 testing.

ALIEN HEAD FIT
- Rotates Alien Head into the head-bone orientation and centers its model bounds after rotation, instead of using an unadjusted model pivot. Enables ped rotation; fitting offsets remain adjustable.
- Reset Position uses the new base fit. The existing alternate model remains a prop approximation. Local transform/lifecycle checks and build passed; actual facing and character alignment need PS4 confirmation.

PROPELLER HAT FIT
- Moved the Propeller Hat base/blades to the head bone's upward axis, rotated the plate into a horizontal cap, and rotates centered blades around the vertical head axis instead of sideways yaw.
- Model-bounds centering keeps the blade pivots at the hat while spinning. Enables ped rotation for this design; Reset Position uses the new fit.
- Local recipe/lifecycle checks and build passed; actual alignment and spinning appearance require PS4 verification.

JETPACK ATTACHMENT FIT
- Moved the cosmetic Jetpack attachment from spine bone 24818 to 24817, matching the existing flight jetpack and underwater tank placement instead of mounting it high at the neck.
- Keeps the existing tank offsets/rotation and fitting controls. Reset Position uses the corrected bone. Local transform/lifecycle checks and build passed; in-game fit needs console verification.

TV HEAD FIT
- Rotated TV Head 90 degrees on the head attachment and centers the model bounds after rotation, replacing the sideways default offset. Enables ped attachment rotation and retains adjustable fitting controls.
- Reset Position uses the corrected base fit. Transform/lifecycle checks and build passed; screen facing and character fit require PS4 verification.

CARDBOARD BOX FIT
- Centers the Cardboard Box around its pelvis attachment using model bounds, replacing the fixed forward/sideways offset. Keeps its existing orientation and enables ped rotation for fitting controls. Reset Position uses the centered base fit.
- Local bounds-centering/lifecycle checks and build passed; actual character fit still needs PS4 verification.

TRASH CAN BODY FIT
- Changed Trash Can Body from a sideways pelvis-local Z offset to an upright 90-degree roll with pelvis-local X -0.35 and Y/Z 0. Enables ped attachment rotation for the bin.
- Reset Position uses the new base fit; existing per-design fitting controls remain available for different character models.
- Attachment transform/lifecycle checks and PS4 build passed; torso fit still requires console verification.

TOILET HEAD CREATION FALLBACK
- Added a Toilet Head alternate CREATE_OBJECT attempt when CREATE_OBJECT_NO_OFFSET fails. If both fail, asynchronously tries the next toilet model in the prop_toilet_01 / prop_ld_toilet_01 / prop_toilet_02 chain, subject to model validity.
- Keeps only one created toilet, preserves model-request cleanup and removes the partial attachment if the bounded fallback path fails. Creation errors now identify the model name and hash.
- Alternate-native/model-fallback checks and all attachment/giant-weapon lifecycle tests passed. PS4 build passed; the reported Toilet Head creation issue still needs console retesting.

TRAFFIC CONE HEAD FIT
- Adjusted the Traffic Cone Head recipe to head-bone offset X 0.10, Y/Z 0 and roll 90 degrees, replacing the sideways local-Z placement.
- Enables ped attachment rotation for the cone so its intended rotation is applied. Per-design fitting offsets remain adjustable; Reset Position returns to the new base fit.
- Cone transform/ped-rotation assertions and all attachment/giant-weapon lifecycle checks passed. PS4 build passed; final crown position and upright alignment require console verification.

DRILL BMX VISIBILITY FIX
- Changed Drill BMX from hiding the vehicle entity to keeping it render-visible with zero alpha, so the rider and attached drill are not intentionally hidden with the base.
- Explicitly keeps the real rider and drill visible at full alpha while active. Captures and restores the rider's previous visibility and opacity on stop, failure, exit, death/character change and unload through ride cleanup.
- Other surf rides keep their existing visibility behavior. Local visibility/restoration checks and PS4 build passed; actual rider/drill rendering requires console retesting.

INDOOR SKATEPARK PIECE 106 RETRIES
- Identified the transition after 105 props: piece 106 starts model 63BC62A8. The reported three-attempt failure concerns object creation, not necessarily model loading.
- Third creation attempt now uses alternate CREATE_OBJECT in the player's streamed area after destination/local CREATE_OBJECT_NO_OFFSET attempts fail. The created prop is frozen, collision-disabled and positioned at the original coordinates before enabling collision. No required props are skipped.
- Waiting-model status now identifies hash/piece/count/time, re-requests streaming every 500ms and times out after 30 seconds. Creation failures remain bounded to three attempts and record detailed diagnostics.
- Local tests simulate NO_OFFSET failure at piece 106 and successful alternate-native recovery, plus model stalls and full rollback. PS4 build passed; success on the console remains unconfirmed. If creation still fails, inspect /data/Expulsion/pc-map-errors.txt for model, count and reason.

PC MAP SPAWN RETRY FIX
- Fixed PC map retries repeatedly using only the distant destination coordinates. After a failed creation, retries use the local player's streamed area, then disable collision, freeze and move the new prop to its original map placement.
- Re-requests the prop model on failed creation and requests destination collision. Original model/rotation and partial-map cleanup are retained.
- Failure messages now identify the prop hash, piece number and number already created. The last failure is written to /data/Expulsion/pc-map-errors.txt with map name, coordinates and reason.
- Applies to the mansion and all other imported PC maps. Local tests passed for destination failure/local fallback, cancellation, permanent creation failure and cleanup across all four maps. PS4 build passed; the reported console spawn failure still needs retesting.

LEFT / RIGHT MENU POSITION
- Added Menu Settings > Menu Positions > Put Menu On Left Side, Put Menu On Right Side and Save Menu Position. Replaces the incremental base-only movement controls.
- Repositions legacy text, subtitle, toggle indicators, scrollbar and author/footer labels together; clamps menu width and labels to supported screen bounds.
- Full UI layouts anchor to the selected side, including the Sidebar rail and Dashboard. Player-info and vehicle-preview panels use the opposite side with separation and bounded player-panel offsets.
- Source-style themes keep the selected side when applied. Position persists with Menu Settings and is honored on load/reset. Older settings default to the right side.
- Local checks passed for both sides, all four layouts, extreme player-panel offsets, real coordinate movement, save/load, source presets and activity-overlay regressions. PS4 build passed; final console appearance and custom HUD interactions still require testing.

EXTORTION SPRX PS3 THEME
- Added Settings / Menu Settings > Expulsion Design Themes > Extortion SPRX PS3 Theme, based on the supplied ModMenu.h/prx.cpp.
- Uses the compact right-side black panel, 16 visible rows at 0.023 spacing, small outlined labels, green selected text and inline green ON / red OFF toggles. Category icons and player mugshots follow the compact row layout.
- Keeps the player-info panel to the left of the compact menu. Footer branding reads Expulsion By Lush Modz, with the option count below. Selecting another design restores standard menu position/width.
- Retains Expulsion branding, PS4 actions, editable colors, custom backgrounds, palette restoration and saved theme selection. Source-style visual adaptation only.
- Renderer checks passed for source-style indicators, bounds, saved selection and switching away from Extortion. PS4 build passed; console appearance, narrow-label fit and controls need in-game verification.

GNXKS THEME REMOVED
- Removed the GNXKS SPRX PS3 theme option and its renderer. Saved GNXKS selections fall back to Expulsion Classic; other preset IDs remain unchanged.

SERENDIPITY / LTS SOURCE-STYLE ROWS
- Expanded the two PS3 design presets from frame styling to dedicated buffered row renderers. Selecting either preset switches off the other full UI layouts and applies 20 visible rows, with the row-count setting now supporting 5-20.
- Serendipity uses its fixed charcoal panel, script-style banner, inset selection bar and right-side On/Off labels, with green On or red Off. Legacy checkbox/cross icons and submenu arrows are suppressed for this design.
- LTS main-menu banner reads Expulsion, with By Lush Modz beneath the heading; submenus keep their own titles.
- LTS uses its full-height panel, 30/720 row spacing, outlined submenu title and selected text, tick/blank toggle boxes, plus-sign submenu indicators and source-style selection rectangle.
- Both use scrolling windows and source-specific row positions for labels, numeric options and toggles. Player-row mugshots follow the source-style positions; source player-info frames use editable theme opacity.
- Existing Expulsion actions and PS4 input mappings remain; this is a source-style visual adaptation, not PS3 gameplay or executable code. Colors, custom backgrounds and Save Menu Settings remain supported.
- Actual renderer tests passed for both presets, 20-row scrolling, indicator differences, bounded panels and settings persistence. PS4 build passed; console appearance, text fit and controls still need in-game verification.

PICKUP CAP DIAGNOSTICS
- Added Online Money Tests > Pickup Cap Diagnostics (Read Only) with manual refresh for three unverified script-dump candidates: 262145 + 7203, + 167 and + 8675.
- Uses the existing executable-profile and mapped-global checks; failed reads show unavailable instead of partial values. No globals are written. Candidate mapping and payout effects remain unverified.
- PS4 build passed. Console reads and requested-versus-awarded balance comparisons remain to be performed.

PLAYER LIST ROW MUGSHOTS
- Added a mugshot beside each visible player name in the player picker, across legacy and full UI layouts. Host/self/pinned/modder text labels remain.
- Uses a visible-row headshot cache with one registration per 150ms, loading/unavailable fallback icons, five-second timeout and retry backoff.
- Releases unused handles on scrolling/filtering, ped/name changes, missing players, leaving the player picker and unload. The selected-player info-panel portrait remains separate.
- PS4 build and local visible-row/throttling/cleanup/timeout/failure tests passed, along with UI and session-activity regressions. Actual portrait rendering and game headshot-pool availability still need PS4 testing.

SESSION OPTIONS REMOVED
- Removed the Session Options submenu and its public/private session shortcuts from the main menu.
- Moved Session Activity Log to Players List Settings.

PROTECTION ACTIVITY LOG
- Added Protection Options > Protection Activity Log as the first row, preserving the existing protection controls with updated routing.
- Added Enable Activity Logging, Record Confirmed Actions, Record Protection Setting Changes, Show Time, Show Source, per-protection filters, View Recent Activity, Clear Activity History and Save Log Settings.
- Filters cover critical hits, vehicle drag-out, native aim targeting, fire, health, armour, ragdoll and god mode. Logging switches do not enable or disable the protections themselves.
- Keeps 24 recent entries with relative timestamps. Records verified fire extinguishing and health/armour restoration; unchanged state or failed extinguishing is not logged as successful recovery. Records protection enabled/disabled changes without initial-load spam.
- Setting changes identify the local menu/settings as their source. Recovery events show unknown source; no player is blamed without reliable attribution.
- Existing native guards do not expose blocked-attack callbacks. This update adds no network-event blocker and reports no guessed blocked attacks. Recovery and configuration entries are explicitly labeled separately.
- Log settings persist through Save Menu Settings; older settings files remain compatible. History is in-memory only.
- PS4 build and local tests passed for recovery confirmation, filters/toggles, timestamp/source display, bounded history, deduplication and menu/settings regressions. In-game appearance and live recovery behavior need PS4 verification.

PLAYER HIGHLIGHT SETTINGS
- Added Players List Settings > Highlight Player Settings for the hovered/selected player. Replaces the fixed overhead arrow with configurable ground, icon and line components.
- Master enable/disable; shared RGB color; separate ground, icon and line toggles and opacity controls. Blue ground cylinder and downward arrow are enabled by default; line is disabled by default.
- Ground controls include radius, height and vertical offset. Overhead controls include 29 base-game marker designs, hover preview, size, height above head, pitch/flip, bobbing and rotation.
- Optional line connects your character to the selected player with adjustable opacity and height offset. Self-targets do not draw a zero-length line.
- Settings can preview on your character, save using Save Highlight Settings, and reset to defaults. Older settings files retain highlight defaults.
- Draws only in the player picker/player actions or enabled settings preview; stops on closed/unrelated menus, missing targets and pause. Highlights require a streamed player character and use normal game depth behavior.
- PS4 build and local tests passed for colors, component toggles, all 29 marker selections, line endpoints, preview behavior, missing targets, menu/pause suppression and settings compatibility. Final cylinder/marker appearance and alignment need PS4 verification.

INDOOR SKATEPARK
- Added Map Mods / Map Options > Modded Maps from PC > Indoor Skatepark from the supplied indoorskatepark.xml.
- Preserves all 135 prop positions and quaternion rotations. Fifteen NPCs and six vehicles are excluded.
- Applies six localized scenery hides excluding script objects; removal, cancellation, loading failure and unload restore those hides.
- Includes staged Spawn Map, Teleport to Map / Approach, Return to Previous Location and Remove Map / Cancel Loading. One imported map is active at a time.
- Local tests passed across all four maps, including scenery restoration on remove, cancel and failure. Imported prop and hide data matches the original XML. PS4 model availability, scenery hiding, approach placement, collision and skating still require console verification.

SIDEHOUSEX
- Added Map Mods / Map Options > Modded Maps from PC > SidehouseX, converted from Ulmando's SideHouseX.xml.
- Preserves all 1,530 base props with original coordinates and quaternion rotations. Two vehicles, five pickups and separate NPC variants are excluded.
- Includes staged Spawn Map, Teleport to Map / Approach, Return to Previous Location and Remove Map / Cancel Loading. One imported map remains active at a time.
- Approach teleport requires a resolved walkable coordinate near the original mountainside location; move nearer and retry if unavailable.
- Local tests passed across all three imported maps, including switching, creation limits and cleanup. Converted placement data matches the source XML. PS4 model availability, appearance, approach placement, collision and performance remain unverified.

MILITARY SEA BASE
- Added Map Mods / Map Options > Modded Maps from PC > Military Sea Base, converted from Ulmando's SeaStation.xml.
- Preserves all 1,485 base props with original coordinates and quaternion rotations. Six pickups and the separate vehicle/NPC variants are excluded.
- Shares staged loading, spawn, teleport, return and remove/cancel controls with the mansion. One imported PC map is active at a time; switching removes the previous map and returns visitors first.
- Sea base teleport requires a resolved surface above the water; if collision is not ready, move nearer and retry.
- Local tests passed for both maps, map switching and cleanup; converted sea base data matches the source XML. PS4 prop availability, teleport surface resolution, collision and performance remain unverified.

MODDED MAPS FROM PC
- Added Map Mods / Map Options > Modded Maps from PC > Mansion Under the Bridge.
- Converted Ulmando's supplied Mansion V3.xml: all 908 props retain original coordinates and quaternion rotations. Three pickups are excluded; no custom asset installation is needed.
- Added Spawn Map, Teleport to Map / Approach, Return to Previous Location and Remove Map / Cancel Loading, with a live prop count. Teleport waits for a walkable approach coordinate.
- Builds up to four local, frozen collision props per frame; streams one model group at a time, validates required models and retries object creation. Missing models, loading timeouts and repeated creation failures remove the partial map. Unload removes the created props.
- PS4 build and local lifecycle tests passed for construction budget, duplicate requests, return/cancel, missing-model rollback, timeout and failed-creation cleanup. Original skatepark geometry checks passed. Actual PS4 model availability, mansion appearance, collision and 908-object performance remain unverified.

RECENT CHANGES
- Added four complete Menu UI Designs with matching player-list panels and editable menu colors.
- Added player-info icons and the optional Session Activity Log above the minimap (disabled by default).
- Changed the ready notification to show the PS4 Square symbol instead of the word Square.

CUSTOM BACKGROUND
- Added Settings / Menu Settings > Custom Background, with enable/disable, image selection, refresh/reload, opacity, darkening and contain/cover/stretch controls.
- Added /data/Expulsion/Custom-Background with your original LushModz JPG, a prepared .bg157 image, preview, conversion tool and instructions.
- Custom images draw behind the option area across the four full UI layouts and existing designs. Theme colors remain editable and player panels keep their matching design.
- Save Background Settings saves the image selection and control values. Older menu settings remain compatible. Missing or invalid images leave the menu usable; failed replacement loads retain the last valid image.
- Uses a coarse external image approximation capped at 256 colored rectangles per frame, rather than a direct JPG/PNG texture loader. Original image quality is not retained; the prepared preview shows the available detail.
- Local checks cover malformed/truncated files, filename validation, failed-load preservation, reload, image bounds, fit clipping and disable. UI and activity-log regressions passed. Console appearance and frame-time cost still need PS4 verification.

LIVE SESSION ACTIVITY LOG
- Added Players List Settings > Session Activity Log. Disabled by default; enabling it does not enable the separate join/leave/host notification toasts.
- Reuses the existing one-second player/session sampler to record recent joins, departures and host changes, including previous/new host names when available. Initial session population is treated as a baseline rather than a burst of join events.
- Keeps a bounded 24-entry history, newest first, with relative ages and join/leave/host markers. Shows four events by default; Visible Events can be set from two to six. Includes Clear Activity History.
- Places the panel on the left above the minimap with safe-zone margins and editable theme colors. No rendering or text-measurement tracking overhead is enabled while the feature is disabled.
- Existing menu, themed/legacy player panel, report panel, framed vehicle telemetry, and measured HUD text reserve their occupied screen areas. Coordinates/FPS, session information, host text and other labels are included through the shared text helpers.
- The log moves upward when blocked, reduces visible rows if necessary, and temporarily hides if no clear location remains. It also hides during pause menus, HUD hiding, expanded big map, keyboard/editor placement, Welcome screen and detected external menus.
- History resets between sessions. Layout/enable settings can use Save Menu Settings; older settings files lacking these fields retain the disabled default.
- Final PS4 build passed. Host tests passed for actual sampler join/leave/host events, disabled defaults, no baseline spam, sanitized/bounded history, session resets, safe-zone placement, overlap relocation, row reduction, blocked/overflow hiding and pause/big-map suppression. Existing UI/color/persistence checks passed, including old settings without activity-log fields.
- Remaining validation: PS4 screen appearance, safe-zone/minimap placement and interaction with native game notification feeds must be checked in-game.
FULL MENU UI DESIGNS
- Added Settings / Menu Settings > Menu UI Designs with Classic, Modern Sidebar, Floating Glass and Dashboard layouts, plus Use Legacy / Existing Designs.
- Classic uses a branded banner, compact icon rows and attached footer. Modern Sidebar adds a category rail, framed content and a coordinated side panel. Floating Glass uses translucent rounded, detached panels. Dashboard uses category tiles on the main menu and matching card-style submenus.
- Dashboard supports four-direction D-pad navigation, including incomplete tile rows. Main-menu tiles remain visible independently of the list-row count setting.
- Added a buffered row renderer for option labels, numeric controls, toggles, submenu arrows and category/player badges. Long text is measured with GTA's text-width native and fitted within the panel rather than wrapping into adjacent rows.
- All five player-info pages and session panel use matching preset frames, positions, editable colors and title styling. Selected-player cards include health/armour bars. Layout bounds keep the panel clear of the menu and sidebar, including adjusted positions.
- Vehicle preview cards follow the active layout bounds, and controller-help background follows editable background RGBA.
- Header/footer, accent, midpoint, background, selection, title text and option text read the existing Menu Color RGBA channels. Color Palettes recolors without changing layout. Restore Current Design Colors restores the active preset palette.
- Save Menu Settings persists layout and all edited RGBA channels. Older settings files missing the new layout field load in legacy mode; existing frame themes remain selectable.
- Layouts are native in-game renderings inspired by the concept sheet. Translucent glass uses alpha blending rather than true background blur; no new image assets are required.
- Final PS4 build passed. Host tests passed for panel/menu separation at extreme positions and widths, on-screen rendering at 5/12/18 rows, Dashboard navigation, RGBA save/load across all four layouts, older-settings compatibility and invalid-setting rejection. Final appearance and controller behavior still require PS4 in-game validation.
PLAYERLIST INFO ICONS
- Added left-side icons beside player-info rows across all five info pages and the session panel.
- Weapon / ammo rows use a weapon icon; health/status use a green health cross; money rows use a green dollar symbol; vehicle rows use a car icon.
- Added corresponding badges for clothing, armour, voice/headset, player state, wanted level, movement, coordinates and direction. Other information rows use a data badge.
- Slightly widened the panel to reserve an icon column while retaining the existing text area, row spacing, layout offsets and text-scale controls.
- Uses built-in streamed textures and simple drawn health/money symbols; no external icon files are required.
- PS4 plugin build passed. Icon texture appearance, alignment and panel layout still need in-game validation.
GIANT WEAPON MODS
- Added Weapon Options > Giant Weapon Mods with four categories and ten designs each. Every design has Equip / Remove and grip-position controls.
- Giant Hammer Mods: Giant Sledgehammer, Thor Hammer, Traffic Light Hammer, Dumpster Hammer, Car Hammer, Concrete Hammer, Stop Sign Hammer, Fire Hydrant Hammer, Trash Can Hammer and Explosive Barrel Hammer.
- Giant Bat & Club Mods: Giant Baseball Bat, Telephone Pole Bat, Streetlight Bat, Tree Trunk Club, Giant Bone Club, Traffic Cone Bat, Giant Wrench, Giant Crowbar, Giant Candy Cane and Giant Shovel.
- Giant Swords & Fantasy Weapons: Giant Sword, Giant Katana, Giant Axe, Giant Scythe, Giant Spear, Giant Trident, Giant Chainsaw, Giant Pickaxe, Giant Mace and Giant Battle Hammer.
- Funny Object Weapons: Giant Spoon, Giant Fork, Giant Frying Pan, Giant Fish, Giant Pencil, Giant Toothbrush, Giant Lollipop, Giant Umbrella, Giant Guitar and Giant Toilet Plunger.
- Designs use prop-built approximations; large handles, blades, bone/utensil/tool shapes and fantasy weapons are assembled from existing GTA props. Car Hammer attaches a newly spawned Panto. Exact custom weapon meshes or scaled models are not included.
- Uses the normal baseball-bat melee animation, reach and damage. Prop collision is disabled. The original bat model is hidden while a giant design is displayed; switching weapons or entering a vehicle hides the giant props and restores base-weapon visibility.
- One giant weapon can be equipped at a time. Includes shared X/Y/Z offsets, pitch/roll/yaw, Apply Grip Position, Reset Grip Position and Remove Giant Weapon.
- Explosive Barrel Hammer uses a non-explosive barrel model and optional swing sparks. It creates no damaging explosions.
- Cleanup removes only created props/car, preserves a previously owned bat, removes a bat granted by this feature, and restores the previous selection when appropriate. Cleanup runs on failure, timeout, death, character change, Clear Fun Builds and unload.
- PS4 build passed. Mock tests passed for all 40 designs, correct car deletion, inventory/visibility preservation, weapon switching, failed creation, missing models, timeout and death cleanup. Attachment lifecycle regression tests also passed. Prop availability, grip alignment, swing appearance and sparks need PS4 in-game verification.
FUNNY ATTACHMENTS
- Added Fun Options > Funny Attachments, organized into four category submenus with ten designs each. Every design opens its own Equip / Remove and fitting-controls submenu.
- Funny Attachments: Traffic Cone Head, Toilet Head, Trash Can Body, Cardboard Box, Shopping Cart, Couch Rider, Flying Chair, Dumpster Suit, Mailbox Head and TV Head.
- Wings & Flying Attachments: Angel Wings, Demon Wings, Jetpack, Rocket Backpack, Airplane Wings, Helicopter Rotor, Parachute Backpack, UFO Hat, Flying Carpet and Propeller Hat.
- Superhero Attachments: Iron Man Armor, Hulk Hands, Robot Arms, Robot Legs, Mechanical Wings, Rocket Boots, Energy Cannon, Shoulder Turrets, Captain Shield and Giant Sword.
- Weird Character Attachments: Shark Head, Dinosaur Head, Alien Head, Giant Eyeball, Skeleton Body, Spider Legs, Octopus Tentacles, Scorpion Tail, Dragon Wings and Giant Hands.
- Includes per-design X/Y/Z offsets, pitch/roll/yaw, opacity, Apply Position / Appearance and Reset Position. Multiple designs can be combined up to 64 total props; Remove All Attachments is available in the main submenu.
- Helicopter Rotor and Propeller Hat rotate continuously. Couch Rider / Flying Chair have an optional seated pose, paused when another player ride is active.
- Specialty designs use stylized prop-built approximations from existing GTA assets, identified in their settings. Wings use panels, mechanical/creature limbs use assembled props, the dinosaur head is a composite, and shield/sword/eyeball designs use substitute shapes. Exact custom superhero, creature, miniature or recolored models are not included.
- Attachments are cosmetic: no added flight, weapons or superhero powers. Existing Jetpack and movement options remain separate.
- Models are validated before asynchronous loading. Missing models report an error; timeout or creation failure removes partial props. Active/pending attachments are cleaned on death, character change, Clear Fun Builds and unload.
- Final PS4 build passed. Mock lifecycle tests passed for all 40 recipes, combined prop limits, creation failure, missing-model rollback, loading timeout and death/character-change cleanup. Actual model availability, bone fitting, seated pose and appearance require PS4 in-game validation.
FUNNY NPC OPTIONS
- Added Fun Options > Funny NPC Options with all ten requested effects.
- NPC Ragdoll: one-shot nearby NPC knockdown. NPC Launch: one-shot upward launch with adjustable strength.
- NPC Tornado: ragdoll NPCs spiral upward around the player. NPC Magnet: pull NPCs toward the player. NPC Orbit: circle NPCs around the player at a lower height.
- NPC Freeze Dance: nearby NPCs dance while the player moves, then stop their animation and movement when the player stops.
- NPC Moonwalk: loop walking animation while moving NPCs backward. NPC Drunk Walk: apply a stumbling movement clipset and wandering task.
- NPC Trampoline: automatically bounce NPCs again after landing. NPC Human Tower: stack captured NPCs above a stationary base.
- Includes Nearby Range (5-50m), Maximum NPCs (1-24), Launch / Pull Strength, Orbit / Tornado Radius, Refresh Nearby NPCs and Stop / Clear NPC Effects.
- Targets living human NPCs on foot under local control. Players, mission NPCs, vehicle occupants and already attached NPCs are excluded. One NPC effect runs at a time; effects can coexist with player rides.
- Cleanup detaches tower NPCs from top to bottom and returns attached survivors to their original positions, restores saved ragdoll settings, resumes frozen animations and resets modified drunk walking styles. Cleanup also runs on player death, character change and plugin unload.
- PS4 plugin build passed. NPC discovery, animations, movement, tower pose/collision and cleanup behavior require in-game PS4 testing.
NPC TAXI DRIVER
- Added Fun Options > NPC Taxi Driver with Call Taxi / Board Passenger Seat, destination and trip controls.
- Spawns a local taxi and NPC driver near a road, then seats the player in the rear passenger seat. Existing traffic and drivers are not replaced.
- Drive To Waypoint uses the pause-map waypoint and finds a nearby road destination. Eight presets: airport, Vespucci Beach, Diamond Casino, downtown, Sandy Shores, Paleto Bay, Del Perro Pier and Rockford Hills.
- Includes Cruise Around Town, Driving Speed, Normal / Fast driving styles, Recalculate / Apply Driving Settings, Stop Here and Dismiss Taxi / Exit.
- Driver follows GTA road navigation and stops near the selected destination; rooftops, interiors, water and other locations without road access are not supported.
- Exiting, death, character change, conflicting ride activation or unload cleans up only the created driver/taxi. Model loading timeout, road proximity and passenger-seat confirmation are checked.
- PS4 plugin build passed. NPC driving, road/waypoint selection, traffic handling and arrival need in-game validation.
HUMAN FERRIS WHEEL
- Added Fun Options > Human Ferris Wheel with a separate Enable / Disable submenu.
- Seated rider circles an invisible centre in a vertical plane, staying upright like a Ferris wheel gondola. No visible wheel or centre props.
- Adjustable Wheel Radius (3-30m), Spin Speed (5-120 degrees/second) and Reverse Direction.
- Close the menu to spin; opening the menu pauses the orbit. Triangle or Return To Start / Stop returns to the saved starting position.
- Restores saved ragdoll settings and releases the seated animation on disable, death, character change or unload. Starting another surf/ocean/hamster/elevator ride stops the wheel first.
- PS4 build passed; orbit appearance, camera and seated animation need in-game validation.
MAGIC ELEVATOR
- Added Fun Options > Magic Elevator with Enable / Disable and Return / Remove Platform controls.
- Stand secured on a solid stunt-block platform and rise into the sky. Automatic ascent is enabled by default and can be toggled.
- Close the menu to travel. R1 raises, R2 lowers and Triangle returns to the saved starting position and removes the platform. Opening the menu pauses movement.
- Adjustable Travel Speed and Maximum Rise Height (50-2000m above the starting position). The platform stops at the selected limit and does not descend below its starting level.
- Switching surf/ocean/hamster rides or disabling returns an attached living rider before removing the platform. Cleanup restores saved ragdoll settings and releases created entities on death, character change or unload.
- PS4 plugin build passed. Platform collision, rider positioning and ascent still require in-game testing.
GIANT HAMSTER BALL
- Added Fun Options > Giant Hamster Ball with Enable / Disable and Exit / Remove Ball controls.
- Roll inside a translucent giant stunt sphere; the rider stays upright at its centre while the sphere rotates and collides with the world.
- Left stick steers relative to the camera, L2 brakes and Triangle exits. Close the menu to control the ball.
- Includes adjustable Rolling Speed and Sphere Opacity. Start on foot in a clear open area.
- Asynchronously loads and validates the sphere model dimensions. Timeout or creation failure cleans up safely.
- Switching surf/ocean rides, disabling, death, character change or unloading deletes the created sphere and restores saved ragdoll settings.
- PS4 plugin build passed; sphere physics, transparency, camera and rider placement need in-game testing.
PED PIGGYBACK
- Added Fun Options > Ped Piggyback with a separate Enable / Disable submenu.
- Sit on the shoulders of a nearby living human NPC while it moves. Uses a seated animation attached to the NPC neck bone; does not control, spawn or delete the carrier.
- Includes Shoulder Height, Forward / Back and Apply Shoulder Position controls for different NPC models.
- Close the menu, then press X or Triangle to dismount beside the NPC.
- Detaches and restores saved ragdoll settings on disable, carrier death/vehicle entry, player death, character change, conflicting ride activation or plugin unload.
- PS4 plugin build passed. Shoulder alignment and seated-pose appearance require in-game verification.
SKY MEGA SKATEPARK
- Added Map Mods / Map Options > Sky Mega Skatepark with Spawn Map, Teleport to Start, Return to Previous Location and Remove This Map.
- Built at 800m altitude with a minimum 200 x 200m tiled collision platform. Actual size adapts to model dimensions; slightly overlapping tiles prevent floor gaps.
- Tall continuous perimeter walls and wide clear run-off areas help keep riders on the platform.
- Added 29 obstacles in separate lanes: halfpipes, quarterpipes, funboxes, kickers, rail lines and mixed jump combinations.
- Automatic Fall Rescue is enabled by default and can be toggled in the map submenu. Visitors who fall below the nearby deck are returned to its safe start, including a vehicle when the player is driving.
- Builds incrementally with creation retries, partial-map cleanup and a longer loading timeout for the large park. Returning/removing supports the existing per-map cleanup system.
- PS4 build passed. Geometry checks passed for three tile dimensions: full sampled floor coverage, obstacle margins, object limits and original map layouts. Console collision, prop appearance and skating still need in-game verification.
OCEAN PLAYGROUND EXPANSION
- Added Fun Options > Ocean Playground, organized into Water Rides, Water Movement and Crazy Water Physics. Each option has its own enable/disable submenu; the hub also includes Disable Ocean / Surf Modes.
- Water Rides > Shark Rider: spawn and stand on a tiger shark; left stick controls movement across the water surface. Existing Surf Mod rides are accessible here too.
- Water Movement > Underwater Jetpack: visible scuba-tank propulsion; left stick moves, R1 rises and R2 dives. Enable while submerged; normal oxygen rules apply.
- Water Movement > Water Walking: hidden moving collision platform follows the ocean height so the player can walk normally.
- Water Movement > Water Hovering: float above the water and travel with the left stick.
- Crazy Water Physics > Water Tornado: localized whirlpool field orbits nearby boats around an ocean point, with a visible centre and rotating ring.
- Water Geyser: R1 launches vertically from water. Water Rocket: R1 fires along the camera direction with upward lift. Ocean Launch: R1 launches forward and upward. Launch power is adjustable.
- Water Trampoline: automatically bounce after touching water. Water Skipping: repeated forward skips with a lower arc and changing speed.
- Water Gravity: draws detected movable props toward an ocean point. Uses incremental prop-model discovery, existing editor/Fun props and camera ray selection. Fixed scenery is excluded.
- Water Tornado / Water Gravity include adjustable radius, strength and Move Centre To Player. Effects apply only to locally controlled entities; player-occupied boats are excluded.
- Water Ragdoll: tumble and slide along the ocean, steering with the left stick.
- Close menu for controls; Triangle stops the active option. Only one ocean/surf ride or physics mode runs at a time. Switching modes, death, character change and unload restore saved ragdoll settings and remove created shark/support props.
- Build and all 12 option / 4 hub routes verified. Shark pose, underwater propulsion, platform collision, boat discovery and water physics still require PS4 in-game testing.
SURF MOD EXPANSION
- Added seven separate enable/disable submenus under Fun Options > Surf Mod.
- Ped Surfing: stand on a nearby living human NPC and travel as it moves. X / Triangle dismount. Does not control or delete the NPC.
- Wakeboarding: board follows a nearby boat with a visible tow line and left-stick carving. Adjustable tow distance (5-20m). Start in water within 30m of a boat; the boat must move to tow you.
- Bodyboarding: lie on a board, hold X to kick and steer with the left stick while following water height and pitch.
- Paddleboard Mod: standing rider with a visible moving paddle. Hold X for paddle strokes and use the left stick to steer.
- Jet Surfboard: motorized board with R2 thrust, L2 braking and left-stick steering. Adjustable maximum speed.
- Water Slide Mod: slide across water on your stomach with the support board hidden; hold X to move and steer with the left stick.
- Wave Rider: automatically steers down sampled wave slopes and varies speed with wave energy. Adjustable maximum speed; flat water slows the board.
- Triangle exits every mode. Close the menu for action controls. Water modes require water and stop advancing at the shoreline.
- Switching surf rides removes the previous ride. Cleanup detaches the player, restores ragdoll settings and deletes only created board/paddle props on disable, death, character change or unload. Tow boats and NPCs remain untouched.
- PS4 plugin compilation passed. Animation/model availability, board/paddle positioning, tow handling and sampled-wave behavior still require in-game validation.
NEW FUN OPTIONS
- Fun Options > Vehicle Surfing: enable to ride the roof of a nearby vehicle. X or Triangle dismounts.
- Fun Options > Surf Mod > Water Surfing: separate enable/disable controls. Start at the water's edge or in water. Visible surfboard and standing rider use an invisible jet ski; normal jet ski controls.
- Fun Options > Surf Mod > Land Surfing: separate enable/disable controls. Visible surfboard and standing rider use an invisible BMX; steer with left stick and pedal with X.
- Fun Options > Drill BMX Bike: separate enable/disable controls. BMX stays invisible; jackhammer prop attaches at the handlebars while the player uses the BMX riding pose.
- Triangle exits all rides. Close the menu to use riding controls. Only one Fun Ride can run at a time.
- Created props/vehicles and rider visibility are cleaned up on disable, exit, death, character change, or plugin unload.
- Build verified; prop alignment, animation appearance, and water handling require in-game PS4 validation.

V7.0 RELEASE BRANDING
- Updated menu version, welcome screen, startup progress dialog, notification and plugin description to V7.0.
- Public folder/ZIP and changelog now use V7.0. The installed plugin filename remains LushModz-Expulsion-1.57.prx.

READY NOTIFICATION SYMBOL
- Updated the ready popup to Expulsion 1.57 ready - ÃƒÂ¯Ã‚Â¢Ã¢â‚¬Â¡ + ÃƒÂ¯Ã‚Â¢Ã¢â‚¬Å¡, using explicit UTF-8 bytes for both PS4 symbols. Build and embedded message verified; glyph rendering requires console testing.

