@Reacon I wish I could +1 you 1000 times. Here's how I fixed the naming issue:
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All the other cars had a dlc.text file, which indicates that there is an alternate name for that car, not what the developer put in vehicles.meta
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Every car has a content.xml file, which points to the .META files (like vehicles.meta and dlctext.meta) inside the data folder, to tell the game to load those files.
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Also, if the developer is making the mod for multiple languages, they may include a data folder within the x64 folder of the dlc.rpf, then a lang folder with the 12 available languages (only matters for your selected language in GTA5 settings), each language .rpf has a .gxt2 file that points directly to the vehicles.meta names under makeName and gameName. It may also have the names of car mods, such as spoilers, bumpers, etc.
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The problem was, my car mod didn't have a dlctext.meta or a lang folder, as the developer just wanted to stick to the names in vehicles.meta (which makes the car names confusing).
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So I added a dlctext.meta file (which is the same for all car mods, you need to make sure that "hasGlobalTextFile" is set to TRUE.
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Then, you need to add two things in content.xml, so content.xml knows which files need to be loaded in-game.
Under dataFiles:
<Item>
<filename>dlc_NAME:/data/dlctext.meta</filename>
<fileType>TEXTFILE_METAFILE</fileType>
<overlay value="false" />
<disabled value="true" />
<persistent value="false" />
</Item>
Under filesToEnable:
<Item>dlc_NAME:/data/dlctext.meta</Item>
Replace NAME with the dlc name (usually folder name holding dlc.rpf, or the name in dlclist, or the other names in content.xml)
So yeah, I thank you for helping me solve this issue that stumped me a few years back. Also helped me realize that there isn't that much code between two files, helped me simplify the concept.