Transport Fever 2

Transport Fever 2

Extended Gameplay Two
Modifying/randomizing loco/wagon from mods
Hello.
Is it possible to edit your scripts which make different versions of locos/wagons with randomized stats to work with locos/wagons from mods in auto mode? If yes, can you add this feature to your mod? If it's impossible in automatic mode, can you tell me how to edit your scripts and where and what I need to add from loco/wagons mods? Also, if automatic parsing modded loco/wagons list and making their randomized versions is impossible, can you make a little script that will check, if there are active mods from loco/wagons mods list and, if yes, it will create (activate?) randomized loco/wagons for that mod? You can make an example how to add these mod in the list by adding some Kaleut1988 wagons mods.
It's just I'm playing with many mods and, when I saw your randomized in-game trains, I really wanted to play with randomized mods trains.
Of course, I will NOT upload your edited mod with trains from mods. If you wanted, I can send you edited files after I will add modded trains, and you will upload them as external add-on to "Extended gameplay" for those who like to play with larger and diversified train park.
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Showing 1-8 of 8 comments
uzurpatorex  [developer] 1 Apr, 2022 @ 11:43pm 
All the "randomized" vehicles are not really randomized. I have generated several thousand mdl files of vanilla vehicles and am modifying them on EG2 start. This is not really viable for external mods.

It _can_ be done, sure, but there is way too much shaky code that does this to release this to the public. I can provide you with the deployer mod, but I doubt it would do you any good.
gorynytchhero 3 Jan, 2023 @ 1:53am 
Hi.
I have another question.
I wanted to make a smthng like compatibility patch for your mod with some train/waggon mods — I mean I'll make blank mod, then copy and edit mdl-s from these mods the same as you edited vanilla files.
Is it possible to make script that will check if one or another mod from the list in that script is enabled, like it works in games like Factorio or Rim World, and if yes, force the patch to load the models in the patch corresponding to these mods? If yes, can you make that script?
Also, if you wanted, I can send you this patch when done adding modded trains/waggons, so you can include it in your mod or upload as separate mod
uzurpatorex  [developer] 3 Jan, 2023 @ 12:47pm 
I can check if specific workshop mods are loaded, as each has its own unique ID. For things outside of the workshop, it is free-for-all really. I mean - realistically I can only detect file names and vehicle names - all of which are subject to change.

That being said - if you arae 'lua fluent', I can provide you with a deployment mod which you can use to create your own versions. I mean - I added my own vehicles after all.
gorynytchhero 5 Jan, 2023 @ 2:29pm 
Yeah, I'll be very grateful for deployment mod. Can you send it in rar/zip at my_profile_name AT ukr DOT net?
I started to studying LUA only resently and now know a very little about it, so if the files in SCRIPT folder require some edits, can you write a little txt with comments in root folder? And, if possible, how to generate new locos/vagons in automatic mode without having to change 3 values in Notepad and save manually? Maybe some script for Notepad++?

Also I have question. Is v1.10 adapted for the last game patch? Because when I tried 1.10 to load on previous patch (before summer update), it crashes on start with any set of mods, even without any other mods (if you wanted, I can recreate that and send you crash report). So for now I use your v1.9 mod. Yes, because I have problems with Inet speed I haven't updated the game yet, I want to wait for the announced spring patch in the second half of February and then update it.
Last edited by gorynytchhero; 5 Jan, 2023 @ 2:33pm
uzurpatorex  [developer] 6 Jan, 2023 @ 2:09am 
I sent you a link to my google drive to the email you specifified. If you need assistance, just ask.
gorynytchhero 6 Jan, 2023 @ 6:04am 
Thank you, downloaded.
I found in archive are two folders. Does I need both or only the 2nd, with "deployer" in name? And can I just put generated mdl-s into the "model" folder or I need to do something else?
Last edited by gorynytchhero; 6 Jan, 2023 @ 6:04am
uzurpatorex  [developer] 7 Jan, 2023 @ 10:44am 
The '_extra' mod contains all the vehicles which EG2 adds and needs to be loaded along with the deployer. Add the MDLs of the vehicles you want to add to that mod.

The '_deployer' needs a few corrections - mostly about setting paths to various places in the lua 'deployer_core.lua' script

If you want to add some meshes/blobs/textures. you'll need to add them manually.

The results are going to be in 'deployed' folder.
themeatballhero 8 May, 2023 @ 11:27am 
i havent really messed with this mod but im curious how you went about randomizing the vehicles. I've got a lot of randomized numbers mods coming and ive been abusing the custom loads scripting to do this, is that what you've done?
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