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July 13, 2015 at 00:14 in reply to: Let's talk and learn together ONLY about car / AI traffic mods #89584
sunnoco
ParticipantI made a comment on excellent mod for cars, made by Bas Damen, “Only standalone trailers v2”:
https://ets2.lt/en/only-standalone-trailers-v-2-0/
and I’ll post it also here because it’s very useful for beginner moders:
A little tip (for all of you): when you make your own mods. After you made your own mods, just follow my two below steps, to be sure they’ll work properly:
1. First step:
Just test your mod on a new game profile, without any other mods enabled!
For instance, when I test my mods, I keep only a mod made by me with only two modified values from the game_data.sii: “camera_limits” (min and max, to be able to see also my big map) and “truck_damage” and “trailer_damage”(zero value for both, to be able to move anywhere on map, if it’s necessary, without any damage).
So, test your mod and check if there is any error in log file (you can also enable in “config”:
uset g_developer “1”
uset g_minicon “1”
uset g_console “1”
to see the errors during the play/test.
Fix all errors before you’ll go to step 2, otherwise we’ll be much harder to see what’s wrong with that mod!;)…2. Second step:
If there is no error during the play and in log file (first step), then go to an used profile (where you already played a little and you have other mods enabled) and test it also there to see if there is no conflict with another mod!;)… If there is no error, you’re good to go!
But, if there is an error / crash, but not showing in log file, then and you’ll need to uncheck all mods, without yours, of course, and then enable step by step each mod till you’ll discover the conflict / error.
I think there is a method for “game.log” to record entire log lines (and like this to see from beginning which error causes your crash / conflict, without checking each mod one by one), but I don’t know which one it’s that (in command line “~”).Like this, if you’ll follow those two steps from above, anytime you’ll make a new mod you’ll have no issues with your mods!;)…
sunnoco
ParticipantIt’s strange… Personally, I work only with 7-Zip, because it’s free and I had no problem with it. I had no problem with WinRar when I used it (along time ago, almost 2 years, since I start to learn from scratch how to make mods ONLY for myself; without written permission from SCS Software, I’ll NEVER EVER share in public domain or in private my mods! And, till now, they never answered to my e-mails and they’ll never will, I’m sure!:)… )… If I remember correct, WinRar have more options to compress the files and maybe you chose the wrong one…. If you’ll choose STORE and the end will be “.scs” and you don’t change the other options in WinRar, theoretically, you should have no problem with your mod. Of course, ONLY if your definition / model are correct and doesn’t have any issues. ;)… Always read and interpret in your log file the errors and warnings. ;)… Those errors / warnings will tell you everything about what it’s wrong with that mod (wrong / bad definition, missing materials, bad model etc)…
For instance, the single problem that I had it with 7-Zip was when I tried to drag and drop the “.ogv” files into my mods. The game refused to read the “uncompresed” files. So the 7-Zip, with drag and drop, even if the Store compression was enabled, failed to compressed those all audio / video (“.ogv”) files. So, to fix this, I must unzip my mod, then drag and drop the “.ogv” and only then zip it again. Like this, works flawlessly and no error in log file!;)… With WinRar, I had no problem with this: I can always drag and drop the “.ogv” inside the archive and I have no error in log file!;)… But, because it’s not free, I prefer to use 7-Zip (even if I’ll spend a few seconds more to unzip and zip again my mods if I’ll add / overwrite any “.ogv” file)…
Good luck and drive safe, especially in real life!;)… -
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