[REL] US Expansion V2.6.2

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yukonjack_ak
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Re: [REL] US Expansion V2.6.2

#1221 Post by yukonjack_ak » 26 Jul 2020 20:31

Mods can feel free to move this (maybe Modding Guides?) or delete it if they deem it not okay.

HOW TO MAKE US EXPANSION WORK WITH SIERRA NEVADA
*NOTE: These changes are for personal use ONLY. Don't be "that guy" and ruin it for everyone else. :?

Making the following changes will delete all of the changes USX makes to Nevada and 90% of the changes in California. This will leave you with the following changes/cities:

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Tonasket, WA
Forks, WA
Laytonville, CA
Crescent City, CA
Vaughn, NM
Santa Rosa, NM
Ft Sumner, NM
Cimarron, NM
Carrizozo, NM
First up... you will need 7zip and Notepad++. If you don't have them, download and install them. They are essential modding tools anyway.
- 7zip: https://www.7-zip.org/
- Notepad++: https://notepad-plus-plus.org/downloads/

Second... Download a brand new copy of US Expansion 2.6.2 from the OP of this thread and then MAKE A COPY OF IT. viewtopic.php?p=761704#p761704
- This fix uses the STANDARD VERSION; NOT THE C2C VERSION
- Work off the copy so in the event you make a mistake, you can delete the working copy, make a new copy of the original and start over.


This entire process takes about 10-15mins. It takes longer to read this guide :D
I'm going to break this down into easy to follow steps. I will be doing this assuming you're working out of the scs file directly but you can certainly extract it, make the changes and then repack it. I will also refer to line numbers at times; those are the corresponding line numbers in Notepad++


1. STEP 1 - RENAME THE COPY
- Rename the newly copied scs file: "US_Expansion_V2.6.2.SN.scs"
- Open the scs file via 7zip
- Open the manifest.sii via N++
- Line 5 reads: package_version: "2.6.2"
- Change it to read: package_version: "2.6.2.SN"
- Line 7 reads: display_name: "US Expansion V2.6.2"
- Change it to read: display_name: "US Expansion V2.6.2.SN"
- Save, close and allow 7zip to repack the scs file

2. STEP 2 - REMOVE THE CONFLICTING SECTORS
- In the scs file, navigate to "US_Expansion_V2.6.2.SN\map\usa\"
- Each sector is made up of 4 files (*.aux, *.base, *.data & *.desc)... when we delete a sector, we need to delete ALL 4 of these files. Subsequently, when you are finished, you should have 4 files for each remaining sector.
- Delete the following sectors:

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sec-0020-0006
sec-0021+0004
sec-0021+0005
sec-0022+0004
sec-0022+0005
sec-0023+0000
sec-0023-0004
sec-0023-0006
sec-0023-0007
sec-0024+0000
sec-0024-0001
sec-0024-0002
sec-0025+0000
sec-0026+0000
sec-0026-0001
sec-0026-0003
sec-0026-0004
sec-0026-0007
sec-0026-0008
sec-0027-0002
sec-0027-0003
sec-0027-0004
sec-0027-0005
sec-0027-0007
sec-0028-0003
sec-0028-0004
sec-0028-0005
sec-0028-0006
sec-0028-0007
sec-0028-0008
sec-0029-0004
sec-0029-0005
- When you're done you should have the following sectors remaining (Note: total of 48 files remaining now)

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sec-0010+0005
sec-0010+0006
sec-0010+0007
sec-0011+0002
sec-0011+0005
sec-0011+0007
sec-0012+0006
sec-0022-0017
sec-0027-0017
sec-0029-0009
sec-0030-0006
sec-0030-0009
3. STEP 3 - UPDATE CITIES (Part 1)
- In the scs file, navigate to "US_Expansion_V2.6.2.SN\def\"
- Open "city.p16.sii" via N++
- Delete the following cities:

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Line 3 - placerville
Line 4 - yuba_city
Line 5 - chico
Line 6 - slake_tahoe
Line 8 - wells
Line 9 - mc_dermitt
Line 13 - parker
Line 14 - quartzsite
Line 15 - vidal_junc
Line 17 - b_mountain
Line 18 - beatty
Line 19 - austin
Line 21 - goldfield
Line 23 - weed
Line 24 - alturas
Line 25 - burney
Line 27 - ellensburg
Line 28 - ritzville
- Save, close and allow 7zip to repack the scs file

4. STEP 4 - UPDATE THE CITIES (Part 2)
- In the scs file, navigate to "US_Expansion_V2.6.2.SN\def\city\"
- Delete all the sii files except the following:

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vaughn.sii
san_rosa.sii
fort_sumner.sii
cimarron.sii
carrizozo.sii
crescent.sii
tonasket.sii
forks.sii
laytonville.sii
5. STEP 5 - UPDATE THE COMPANIES (Part 1)
- In the scs file, navigate to "US_Expansion_V2.6.2.SN\def\company\"
- Delete the following folders entirely (since they contain only cities that we've now deleted):

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42p_print
bit_rd_grg
bit_rd_wrk
bn_farm
cha_el_mkt
cha_el_whs
chm_che_str
cm_min_str
ed_mkt
gal_oil_ref
sg_whs
tid_mkt
vm_car_whs
wal_whs
6. STEP 6 - UPDATE THE COMPANIES (Part 2)
Each of the remaining company folders contain another folder called "editor" and in there is stored some sii files for the cities. We need to clean those up now.
- Navigate to "def\company\bit_rd_svc\editor\"
- Delete all the sii files except:

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forks.sii
vaughn.sii
- Navigate to "def\company\gal_oil_gst\editor\"
- Delete all the sii files except:

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crescent.sii
- Navigate to "def\company\hms_con_svc\editor\"
- Delete all the sii files except:

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cimarron.sii
fort_sumner.sii
tonasket.sii
forks.sii
- Navigate to "def\company\pns_con_sit\editor\"
- Delete all the sii files except:

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fort_sumner.sii
- Navigate to "def\company\re_train\editor\"
- Delete all the sii files except:

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vaughn.sii
- Navigate to "def\company\sc_frm\editor\"
- Delete all the sii files except:

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fort_sumner.sii
laytonville.sii
- Navigate to "def\company\vm_car_dlr\editor\"
- Delete all the sii files except:

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crescent.sii
san_rosa.sii
tonasket.sii
- Navigate to "def\company\wal_food_mkt\editor\"
- Delete all the sii files except:

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carrizozo.sii
cimarron.sii
fort_sumner.sii
laytonville.sii
san_rosa.sii
tonasket.sii
- Navigate to "def\company\wal_mkt\editor\"
- Delete all the sii files except:

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san_rosa.sii
7. STEP 7 - YOU'RE DONE!!! :D
- Seriously... that's it.
- Take the scs file and activate it in the mod manager.
- Load order seems to work best if you load it above all the Reforma stuff, right above Mega Resources. My current map load order is:

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Grand Canyon Rebuild 1.1
Bellingham Heights 3.1
Modified US Expansion 2.6.2.SN
Mega Resources 2.1.14
PazzMod 1.3.00
Sierra Nevada 2.2.24
Viva Mexico 2.5.8
I've tested this with Great America, Montana Expansion, Going East, Idaho DLC, Bellingham Heights, etc and haven't had any issues. You will get a couple log errors related to out-dated PMD files but nothing game-breaking (atleast that I've found so far). If you do have any issues, check the directions to make sure you did it right and then if all else fails, PM me!

Good luck! :D


EDIT 1-4: Minor error corrections (spelling, etc)
EDIT 5-6: Addition of version numbers for Load Order/Compatibility
EDIT 7: Changes to instructions for compatibility with PazzMod 1.3.00 (now has US95 included)
EDIT 8-9: Error corrections
Last edited by yukonjack_ak on 03 Aug 2020 15:07, edited 9 times in total.
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Re: [REL] US Expansion V2.6.2

#1222 Post by Vinnie Terranova » 26 Jul 2020 21:45

Well, thanks a lot for this workaround. It's pretty easy to follow.
What about the C2C version? Do you have a workaround for that version too?

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Re: [REL] US Expansion V2.6.2

#1223 Post by yukonjack_ak » 26 Jul 2020 22:47

Honestly @Vinnie Terranova , I don't use C2C so I've never even looked at it. Can't imagine it's that much different since my understanding is that C2C doesn't change anything in the base game map/DLC (I could be completely wrong though!) but I have no idea.
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Re: [REL] US Expansion V2.6.2

#1224 Post by Blackspots » 27 Jul 2020 03:29

@Vinnie Terranova You never needed to use a C2C version of this map, because it loads below C2C, and everything is connected correctly.
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Re: [REL] US Expansion V2.6.2

#1225 Post by Vinnie Terranova » 27 Jul 2020 06:15

Blackspots wrote:
27 Jul 2020 03:29
You never needed to use a C2C version of this map, because it loads below C2C, and everything is connected correctly.
Where did you read that? Because in the first post it said: "Place the US Expansion mod above every map mod that you have!"

I think I might give it a try, and report back if I find any problems.

[edit]
So far, so good. I found no errors with the adjusted US Expansion (C2C compatible) v2.6.2.SN, except for a minor bug: invisible object on emergency lane on ramp of exit 17 (I-10 eastbound). I believe this bug has to do with US Expansion only, and not with loading order and/or compability of other map mods.
I also did not find any problems with US-95 north of Yuma.
I've tested the adjusted mod by driving in/around all of the cities and some of the road connections, including sleeping and fuelling. However, I did not test it by taking a load to/from one of those cities, including oversized loads.

Loading order: I've given US_Expansion_V2.6.2_C2C_Compatible_Version.SN the highest priority regarding map mods: above all other map mods, map fixes, mega resources, etc. But below the satelite background mod, ofcourse.

Big thanks to @yukonjack_ak for his excellent instructions! And ofcourse big thanks to @P16 for his excellent map mod!

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Re: [REL] US Expansion V2.6.2

#1226 Post by Vinnie Terranova » 27 Jul 2020 20:25

yukonjack_ak wrote:
26 Jul 2020 20:31
The only conflict I've found so far is with "US 95 remade" by PazzMod; it rebuilds US95 into Quartzsite and will break US95 north of Yuma if you use it.
Is the "US 95 remade" a seperate mod by PaZzMod, or is it included in his PaZzMod 1.2.02 mod (Salton Sea Area, Yuma, Mexicali)?

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Re: [REL] US Expansion V2.6.2

#1227 Post by PaZz_ » 27 Jul 2020 20:27

It's not included in PaZzMod 1.2.02. It will in 1.3.00.

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Re: [REL] US Expansion V2.6.2

#1228 Post by yukonjack_ak » 27 Jul 2020 20:43

@Vinnie Terranova Based on what Pazz said, if he does add US95 to 1.3.00, then there will need to be some changes to my instructions since his mod doesn't line up with P16's work.

Off the top of my head, I can guess that would mean we'll probably have to lose Sectors 21+4, 21+5, 22+4 and 22+5 which means we'll lose Quartzite, Parker and Vidal Junction (unless Pazz makes his version of US95 work with P16's version).
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Re: [REL] US Expansion V2.6.2

#1229 Post by flight50 » 27 Jul 2020 22:13

Honestly, I wouldn't make anything compatible with P16s mods if he is not going to be modding again. I like US Expansion but since SN, I deactivated it. I loved his 3d logo mod. It was a must have for me but since it got pulled from Steam I came to term without it. I have now found a new love for SCS named companies.

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Re: [REL] US Expansion V2.6.2

#1230 Post by Vinnie Terranova » 27 Jul 2020 22:17

So that means there is a chance we might have to choose between three towns or one US highway...
What's exactly is the problem with breaking of US-95? Did you fall thru the road? Are some road segments not connected in the route advisor, but is the road itself still drivable? Invisible wall on the road? Disaligment of road segments?
flight50 wrote:
27 Jul 2020 22:13
Honestly, I wouldn't make anything compatible with P16s mods if he is not going to be modding again.
It depends. If it would be a simple modification, then why not?

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