The 1.37 Template buses are different to the ones in the files for the game. Easy fix though if you notice it, but took me a while to see it.
All of the things I just mentioned didnt work, so going toi try doing as a 2D Event and will edit this to let you know the outcome.
Will have a look and see what that Force Mod Trick is if its in your thread. Thanks for the tip.
EDIT: Doing as 2D Event didnt work either.
@Robinicus
Just read what Max said and further down I saw him say
Two things struck me here."force mods" option simply takes all existing mods, mount them in alphabetical order (no priorities) regardless of what rest of game is thinking.
profiles you load then get all mods without chance to escape, which can easily break the saves (based on content of mods).
1. Some folks cant get the load order right let alone adding an option to start the game with force mods even if I added pictures. Some folks dont even bother to look at the load order full stop
so I doubt they'd even read that if I mentioned it.
2. Forcing mods would also load every single mod that people have as Max explained. This could be rather disastrous as it does it alphabetically. God help folks with over 100 mods doing that.
It would be perfectly fine for me to test doing it that way but not for other users as it would trash their saves.
Max has explained that the game pre caches the UI sounds and using different paths for them doesnt work but they are looking at it.
in 1.36 it was an issue. UI is loaded before mod mounting. so the sounds you already used (like click, soft click, window opening, intro sound etc) were already cached in sound system and remained there. thus they can be changed by later loading of mod. forcing mods loaded all mods before game UI run, thus it worked (with all consequences).
current sound implementation (in 1.37) should allow discard and reload modded sounds. so UI sounds should be moddable without forcing mods.
Think I will just wait on this and keep checking back in your thread to see when its fixed. Thanks again for the assistance, very much appreciated.oh, i checked it and it does not work indeed. sorry for mystification.
it was planned and worked on, but there was hit some FMOD issue. we need to find workaround to let it work properly.
This totally explained to me why modding UI sounds at the moment does not work.