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Never mind dude, I mixed your initial question up with Kio's there -facepalm-
Regarding your question, if [FSF] FrozenSnowFox Tweaks adds deconstruction by patch, they should probably work fine together. Bare in mind though that the items in this mod that don't already have a deconstruction option, use killed leaving rather than a cost list, so you won't be getting any materials from them that way.
For example, the pod car's cost list is changed to:
<costList>
<VVE_CarWiring>1</VVE_CarWiring>
<VVE_CarAlternator>1</VVE_CarAlternator>
<VVE_CarExhaust>1</VVE_CarExhaust>
<VVE_CarSuspension>2</VVE_CarSuspension>
<ComponentIndustrial>2</ComponentIndustrial>
<ChunkSlagSteel>6</ChunkSlagSteel>
<Steel>10</Steel>
</costList>
But they are also changing much of the other worthless junk out there which this mod patches all of, making the two mod pretty much incompatible.
So im using vehicles framework and dont - Vanilla Vehicles Expanded.
Also - [FSF] FrozenSnowFox Tweaks.
TBH, I would not recommend using both mods together without a compatibility patch, but if you insist on doing so I would suggest making sure to load my mod first, given that mod appears to be vehicle specific, adding in modded items. This should replace the loot drops from my mod for vehicles, and vehicle parts which are mostly just metal slag chunks, and industrial components.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3108171008
Is it okay to ignore these? I've noticed both work for the most part.