WooQash Posted September 20, 2018 Share Posted September 20, 2018 Hello, I started creating modifications that allow me to take from the market one and the same load (eg. a yacht) from each company (in other words, only one and the same trailer is available on the entire map in market) but I would like that after switching off this modification (or wanting to be more precise I mean enter the multiplayer mode thanks to the TruckersMP mod) I still have a hooked yacht and the game to see that it is a yacht with a given weight (not a cement for example). I have created several versions of this modification, but each has some disadvantages.Version 1 (base) - Download This is a base version of modyfication. This is only visual change of trailers but the cargos and weights are not changed. Every files in \def\vehicle\trailer\ location has changed. For example:brick_trailer.sii Spoiler trailer: trailer.brk_trailer { accessories[]: .brk_trailer.tchassis accessories[]: .brk_trailer.trwheel0 accessories[]: .brk_trailer.trwheel1 accessories[]: .brk_trailer.trwheel2 accessories[]: .brk_trailer.cargo } vehicle_accessory: .brk_trailer.tchassis { data_path: "/def/vehicle/trailer/overweight/chassis_b.sii" } vehicle_wheel_accessory: .brk_trailer.trwheel0 { offset: 0 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory: .brk_trailer.trwheel1 { offset: 2 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory: .brk_trailer.trwheel2 { offset: 4 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_accessory: .brk_trailer.cargo { data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii" } excavator.sii Spoiler trailer: trailer.overweight.excavator { accessories[]: .overweight.excavator.tchassis accessories[]: .overweight.excavator.trwheel0 accessories[]: .overweight.excavator.trwheel1 accessories[]: .overweight.excavator.trwheel2 accessories[]: .overweight.excavator.cargo } vehicle_accessory: .overweight.excavator.tchassis { data_path: "/def/vehicle/trailer/overweight/chassis_b.sii" } vehicle_wheel_accessory: .overweight.excavator.trwheel0 { offset: 0 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory: .overweight.excavator.trwheel1 { offset: 2 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory: .overweight.excavator.trwheel2 { offset: 4 data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_accessory: .overweight.excavator.cargo { data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii" } Version 2 - Download Here I modifired the same files as in version 1 but here in additional I edit a every .sii files in \def\cargo\ directory without subfolders. For example: acetylene.sii Spoiler cargo_data: cargo.acetylene { name: "@@cn_yacht@@" group[]: machinery volume: 1 mass: 65 unit_reward_per_km: 0.2778 unit_load_time: 30 body_types[]: _overchtyaht body_types[]: _schwchtyaht valuable: true } carrots.sii Spoiler cargo_data: cargo.carrots { name: "@@cn_yacht@@" group[]: machinery volume: 1 mass: 65 unit_reward_per_km: 0.2778 unit_load_time: 30 body_types[]: _overchtyaht body_types[]: _schwchtyaht valuable: true } The success is even ok, but only partially. Yes, all loads are called Yacht, weigh 6.5 tons, but in the game files they are still not yachts and after switching off the modification the appearance of the trailer itself remains as a yacht, but the game informs me that I carry, for example, cement weighing 22 tons. This is a section of game save after save with this mod: Spoiler trailer : _nameless.21d.0e5a.2a30 { trailer_definition: trailer_def.cement.cement cargo_mass: 6500 cargo_cog_offset: (0, 1, 0) cargo_damage: &3b4e0271 virtual_rear_wheels_offset: 0 slave_trailer: null is_private: false accessories: 5 accessories[0]: _nameless.21d.07f9.85a0 accessories[1]: _nameless.21d.0c18.47f0 accessories[2]: _nameless.21d.0c18.56d0 accessories[3]: _nameless.21d.0c18.4860 accessories[4]: _nameless.21d.07f9.8a80 odometer: 0 odometer_float_part: &3eb77311 trip_fuel_l: 0 trip_fuel: 0 trip_distance_km: 0 trip_distance: 0 license_plate: "ELW V365|poland" } vehicle_accessory : _nameless.21d.07f9.85a0 { wear: &3b4dd87d data_path: "/def/vehicle/trailer/overweight/chassis_b.sii" } vehicle_wheel_accessory : _nameless.21d.0c18.47f0 { offset: 0 paint_color: (1, 1, 1) wear: &39f703cb data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory : _nameless.21d.0c18.56d0 { offset: 2 paint_color: (1, 1, 1) wear: &39f703cb data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_wheel_accessory : _nameless.21d.0c18.4860 { offset: 4 paint_color: (1, 1, 1) wear: &39f703cb data_path: "/def/vehicle/t_wheel/overweight.sii" } vehicle_accessory : _nameless.21d.07f9.8a80 { wear: 0 data_path: "/def/vehicle/trailer/overweight/yacht.dlc_trailers.sii" } This is a 2 main versions of mod but I try to every variables: - Version 3: with *.sii files in \def\cargo\*\ location and try to change a trailer def: Spoiler SiiNunit { trailer_def : trailer_def.acetylene.gooseneck.nonflam.cistern.acetylene { trailer: trailer.gooseneck.nonflam.cistern.acetylene gross_trailer_weight_limit: 17800 ... but this is not working, - Version 4: with edit a \def\cargo.sii and similar from DLCs and try to remove all @include except a yacht cargo. It even worked but the number of generated trailers in market not satisfied me because I would like a many the same trailers from the one city (in this example from Poznan I have one yacht trailer and from Lodz I have nothing). - Version 5: with edit a \def\vehicle\trailer_storage.sii and similar from DLCs and try to remove all @include except a yacht trailer but it works the same or worse than the previous example (v4). Sincerely? I ran out of ideas, so I thought to try and ask for help here. Maybe some of you know the golden mean for my problem. I want the modification to always show that I am carrying a yacht (as a trailer and as a cargo in information - F6 or menu) and that it doesn't generate an economy reset. Examples 1 and 2 don't generate an economy reset, but the others probably do. Link to comment Share on other sites More sharing options...
Simplywild1 Posted September 20, 2018 Share Posted September 20, 2018 Will be usefull! Thanks for sharing. Link to comment Share on other sites More sharing options...
WooQash Posted September 20, 2018 Author Share Posted September 20, 2018 @SimplyWild1 emm... this is topic for help to do something like that. Mods included here is only a nonfunctional example. Link to comment Share on other sites More sharing options...
Simplywild1 Posted September 21, 2018 Share Posted September 21, 2018 37 minutes ago, WooQash said: @SimplyWild1 emm... this is topic for help to do something like that. Mods included here is only a nonfunctional example. Didn't read throught properly sorry for that... That's probaly why i didn't get it to work properly haha. Link to comment Share on other sites More sharing options...
Mad-Knight Posted September 30, 2018 Share Posted September 30, 2018 LOL, thats weird, I think you must sleep in game, to regenerate the loads. Link to comment Share on other sites More sharing options...
Dziada Posted October 14, 2018 Share Posted October 14, 2018 Hello there, Because this topic has been inactive for 14 days I am going to close this topic to keep the forums organised. Topics are started very frequently on the forums, so we need to make sure that the more active topics remain open for discussion. Thank you to everyone for your opinions! If you wish to get your topic unlocked, feel free to contact me. //Locked and Moved to Archive Link to comment Share on other sites More sharing options...
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