Overriding graphics or definitions possible?
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Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
Overriding graphics or definitions possible?
I'm starting to get a grip of the ETS2 system, but there are a few things that comes to my mind....
If you got a mod, let's say a vehicle mod with a few skins, accessories and a bunch of other stuff.
Is it possible to override anything based on the mod load order? For example if you're trying to extend an existing mod by loading the extensionmod after the original one in the mod menu
by defining new parameters that can overwrite existing ones already defined in the original mod file?
Or override what .tobj or .dds files it should use?
If you got a mod, let's say a vehicle mod with a few skins, accessories and a bunch of other stuff.
Is it possible to override anything based on the mod load order? For example if you're trying to extend an existing mod by loading the extensionmod after the original one in the mod menu
by defining new parameters that can overwrite existing ones already defined in the original mod file?
Or override what .tobj or .dds files it should use?
Re: Overriding graphics or definitions possible?
Yes you can create a new mod to over-ride information in another mod.
To do so you need to include updated versions of the files you'd like to change in your new mod.
To do so you need to include updated versions of the files you'd like to change in your new mod.
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ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
Re: Overriding graphics or definitions possible?
So if you want to replace a certain .dds file from the original mod, you just place it in the same path in the new mod, and then load it AFTER the original mod....?
Re: Overriding graphics or definitions possible?
Basically yes, but you still need all the basic files that a mod needs.
WoT Profile
ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
Re: Overriding graphics or definitions possible?
Allright, but here is an example of what I'm unable to do....
This is the mod load order:
1. DBMX_Volvo9700_TX_DEF_1.5
2. DBMX_Volvo9700_TX_BASE_1.5
3. DBMX_Volvo9700_TX_SKINS_1.5
4. CustomMod
This is the traffic_storage_bus.dbmx_volvo9700_tx.sii file in mod 1 in the list above:
Path : /def/vehicle/traffic_storage_bus.dbmx_volvo9700_tx.sii
This is the same file in the Custommod at file 4 with the same path:
Differences between these file are that there are added some new lines, for example these two lines:
If I run the game now, those last two lines would not be loaded.
When running "spawn vehicle" in the console, all others will be listed, just like the original traffic_storage_bus.dbmx_volvo9700_tx.sii contains.
I have tried to manipulate the original traffic_storage_bus.dbmx_volvo9700_tx.sii-file and then it works just fine.
What am I missing here?
In my head, it would be more natural to just add the new includes into the object in the CustomMod, but how do I achieve that?
This is the mod load order:
1. DBMX_Volvo9700_TX_DEF_1.5
2. DBMX_Volvo9700_TX_BASE_1.5
3. DBMX_Volvo9700_TX_SKINS_1.5
4. CustomMod
This is the traffic_storage_bus.dbmx_volvo9700_tx.sii file in mod 1 in the list above:
Path : /def/vehicle/traffic_storage_bus.dbmx_volvo9700_tx.sii
Code: Select all
SiiNunit
{
@include "ai/tx_6x2_03.sii"
@include "ai/tx_6x2_04.sii"
@include "ai/tx_6x2_05.sii"
@include "ai/tx_6x2_06.sii"
@include "ai/tx_6x2_07.sii"
@include "ai/tx_6x2_08.sii"
@include "ai/tx_6x2_09.sii"
@include "ai/tx_6x2_10.sii"
@include "ai/tx_6x2_11.sii"
@include "ai/tx_6x2_12.sii"
@include "ai/tx_6x2_13.sii"
@include "ai/tx_6x2_14.sii"
@include "ai/tx_6x2_15.sii"
@include "ai/tx_6x2_16.sii"
@include "ai/tx_6x2_17.sii"
@include "ai/tx_6x2_18.sii"
@include "ai/tx_6x2_19.sii"
@include "ai/tx_6x2_20.sii"
@include "ai/tx_6x2_21.sii"
@include "ai/tx_6x2_22.sii"
@include "ai/tx_6x2_23.sii"
@include "ai/tx_6x2_24.sii"
@include "ai/tx_6x2_25.sii"
@include "ai/tx_6x2_26.sii"
@include "ai/tx_6x2_27.sii"
@include "ai/tx_6x2_28.sii"
@include "ai/tx_6x2_29.sii"
@include "ai/tx_6x2_30.sii"
@include "ai/tx_6x2_31.sii"
@include "ai/tx_6x2_32.sii"
@include "ai/tx_6x2_33.sii"
@include "ai/tx_6x2_34.sii"
@include "ai/tx_6x2_35.sii"
@include "ai/tx_6x2_36.sii"
@include "ai/tx_6x2_37.sii"
@include "ai/tx_6x2_38.sii"
@include "ai/tx_6x2_39.sii"
@include "ai/tx_6x2_40.sii"
@include "ai/tx_6x2_41.sii"
@include "ai/tx_6x2_42.sii"
@include "ai/tx_6x2_43.sii"
@include "ai/tx_6x2_44.sii"
@include "ai/tx_6x2_45.sii"
@include "ai/tx_6x2_46.sii"
@include "ai/tx_6x2_47.sii"
@include "ai/tx_6x2_48.sii"
@include "ai/tx_6x2_49.sii"
@include "ai/tx_6x2_50.sii"
@include "ai/tx_6x2_51.sii"
@include "ai/tx_4x2_03.sii"
@include "ai/tx_4x2_04.sii"
@include "ai/tx_4x2_05.sii"
@include "ai/tx_4x2_06.sii"
@include "ai/tx_4x2_07.sii"
@include "ai/tx_4x2_08.sii"
@include "ai/tx_4x2_09.sii"
@include "ai/tx_4x2_10.sii"
@include "ai/tx_4x2_11.sii"
@include "ai/tx_4x2_12.sii"
@include "ai/tx_4x2_13.sii"
@include "ai/tx_4x2_14.sii"
@include "ai/tx_4x2_15.sii"
@include "ai/tx_4x2_16.sii"
@include "ai/tx_4x2_17.sii"
@include "ai/tx_4x2_18.sii"
@include "ai/tx_4x2_19.sii"
@include "ai/tx_4x2_20.sii"
@include "ai/tx_4x2_21.sii"
@include "ai/tx_4x2_22.sii"
@include "ai/tx_4x2_23.sii"
@include "ai/tx_4x2_24.sii"
@include "ai/tx_4x2_25.sii"
@include "ai/tx_4x2_26.sii"
@include "ai/tx_4x2_27.sii"
@include "ai/tx_4x2_28.sii"
@include "ai/tx_4x2_29.sii"
@include "ai/tx_4x2_30.sii"
@include "ai/tx_4x2_31.sii"
@include "ai/tx_4x2_32.sii"
@include "ai/tx_4x2_33.sii"
@include "ai/tx_4x2_34.sii"
@include "ai/tx_4x2_35.sii"
@include "ai/tx_4x2_36.sii"
@include "ai/tx_4x2_37.sii"
@include "ai/tx_4x2_38.sii"
@include "ai/tx_4x2_39.sii"
@include "ai/tx_4x2_40.sii"
@include "ai/tx_4x2_41.sii"
@include "ai/tx_4x2_42.sii"
@include "ai/tx_4x2_43.sii"
@include "ai/tx_4x2_44.sii"
@include "ai/tx_4x2_45.sii"
@include "ai/tx_4x2_46.sii"
@include "ai/tx_4x2_47.sii"
@include "ai/tx_4x2_48.sii"
}
This is the same file in the Custommod at file 4 with the same path:
Code: Select all
SiiNunit
{
@include "ai/tx_6x2_03.sii"
@include "ai/tx_6x2_04.sii"
@include "ai/tx_6x2_05.sii"
@include "ai/tx_6x2_06.sii"
@include "ai/tx_6x2_07.sii"
@include "ai/tx_6x2_08.sii"
@include "ai/tx_6x2_09.sii"
@include "ai/tx_6x2_10.sii"
@include "ai/tx_6x2_11.sii"
@include "ai/tx_6x2_12.sii"
@include "ai/tx_6x2_13.sii"
@include "ai/tx_6x2_14.sii"
@include "ai/tx_6x2_15.sii"
@include "ai/tx_6x2_16.sii"
@include "ai/tx_6x2_17.sii"
@include "ai/tx_6x2_18.sii"
@include "ai/tx_6x2_19.sii"
@include "ai/tx_6x2_20.sii"
@include "ai/tx_6x2_21.sii"
@include "ai/tx_6x2_22.sii"
@include "ai/tx_6x2_23.sii"
@include "ai/tx_6x2_24.sii"
@include "ai/tx_6x2_25.sii"
@include "ai/tx_6x2_26.sii"
@include "ai/tx_6x2_27.sii"
@include "ai/tx_6x2_28.sii"
@include "ai/tx_6x2_29.sii"
@include "ai/tx_6x2_30.sii"
@include "ai/tx_6x2_31.sii"
@include "ai/tx_6x2_32.sii"
@include "ai/tx_6x2_33.sii"
@include "ai/tx_6x2_34.sii"
@include "ai/tx_6x2_35.sii"
@include "ai/tx_6x2_36.sii"
@include "ai/tx_6x2_37.sii"
@include "ai/tx_6x2_38.sii"
@include "ai/tx_6x2_39.sii"
@include "ai/tx_6x2_40.sii"
@include "ai/tx_6x2_41.sii"
@include "ai/tx_6x2_42.sii"
@include "ai/tx_6x2_43.sii"
@include "ai/tx_6x2_44.sii"
@include "ai/tx_6x2_45.sii"
@include "ai/tx_6x2_46.sii"
@include "ai/tx_6x2_47.sii"
@include "ai/tx_6x2_48.sii"
@include "ai/tx_6x2_49.sii"
@include "ai/tx_6x2_50.sii"
@include "ai/tx_6x2_51.sii"
@include "ai/tx_6x2_53.sii"
@include "ai/tx_6x2_54.sii"
@include "ai/tx_6x2_55.sii"
@include "ai/tx_4x2_03.sii"
@include "ai/tx_4x2_04.sii"
@include "ai/tx_4x2_05.sii"
@include "ai/tx_4x2_06.sii"
@include "ai/tx_4x2_07.sii"
@include "ai/tx_4x2_08.sii"
@include "ai/tx_4x2_09.sii"
@include "ai/tx_4x2_10.sii"
@include "ai/tx_4x2_11.sii"
@include "ai/tx_4x2_12.sii"
@include "ai/tx_4x2_13.sii"
@include "ai/tx_4x2_14.sii"
@include "ai/tx_4x2_15.sii"
@include "ai/tx_4x2_16.sii"
@include "ai/tx_4x2_17.sii"
@include "ai/tx_4x2_18.sii"
@include "ai/tx_4x2_19.sii"
@include "ai/tx_4x2_20.sii"
@include "ai/tx_4x2_21.sii"
@include "ai/tx_4x2_22.sii"
@include "ai/tx_4x2_23.sii"
@include "ai/tx_4x2_24.sii"
@include "ai/tx_4x2_25.sii"
@include "ai/tx_4x2_26.sii"
@include "ai/tx_4x2_27.sii"
@include "ai/tx_4x2_28.sii"
@include "ai/tx_4x2_29.sii"
@include "ai/tx_4x2_30.sii"
@include "ai/tx_4x2_31.sii"
@include "ai/tx_4x2_32.sii"
@include "ai/tx_4x2_33.sii"
@include "ai/tx_4x2_34.sii"
@include "ai/tx_4x2_35.sii"
@include "ai/tx_4x2_36.sii"
@include "ai/tx_4x2_37.sii"
@include "ai/tx_4x2_38.sii"
@include "ai/tx_4x2_39.sii"
@include "ai/tx_4x2_40.sii"
@include "ai/tx_4x2_41.sii"
@include "ai/tx_4x2_42.sii"
@include "ai/tx_4x2_43.sii"
@include "ai/tx_4x2_44.sii"
@include "ai/tx_4x2_45.sii"
@include "ai/tx_4x2_46.sii"
@include "ai/tx_4x2_47.sii"
@include "ai/tx_4x2_48.sii"
@include "ai/tx_4x2_49.sii"
@include "ai/tx_4x2_50.sii"
}
Code: Select all
@include "ai/tx_6x2_54.sii"
@include "ai/tx_6x2_55.sii"
When running "spawn vehicle" in the console, all others will be listed, just like the original traffic_storage_bus.dbmx_volvo9700_tx.sii contains.
I have tried to manipulate the original traffic_storage_bus.dbmx_volvo9700_tx.sii-file and then it works just fine.
What am I missing here?
In my head, it would be more natural to just add the new includes into the object in the CustomMod, but how do I achieve that?
Re: Overriding graphics or definitions possible?
Just answering my own thread to close this one.
After moving "/def/vehicle/traffic_storage_bus.dbmx_volvo9700_tx.sii" to my custom-mod, and changing the load order to load my custom-mod first, everything works as expected.
I guess the logic here is that it loads the content of the first file in the load order, and ignores these files if they exist in the next file in the load order.
Makes sense. I was under the impression that if I loaded the file afterwards, it would override the first loaded file.
.... so it was the opposite..... lesson learned
After moving "/def/vehicle/traffic_storage_bus.dbmx_volvo9700_tx.sii" to my custom-mod, and changing the load order to load my custom-mod first, everything works as expected.
I guess the logic here is that it loads the content of the first file in the load order, and ignores these files if they exist in the next file in the load order.
Makes sense. I was under the impression that if I loaded the file afterwards, it would override the first loaded file.
.... so it was the opposite..... lesson learned
- xXCARL1992Xx
- Posts: 16461
- Joined: 17 Aug 2016 12:18
- Contact:
Re: Overriding graphics or definitions possible?
the game loads bottom to top, the mod at the top overwrites everything of the mod below it if the files match
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
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Re: Overriding graphics or definitions possible?
All right, Thanks for clearing this out:)
How is the process when the scs files are “mounted”?
Will the game mount the files somewhere so it can be accessed like a normal file hierarchy?
Or is it extracted to a temp folder every time the game is loaded?
How is the process when the scs files are “mounted”?
Will the game mount the files somewhere so it can be accessed like a normal file hierarchy?
Or is it extracted to a temp folder every time the game is loaded?
- xXCARL1992Xx
- Posts: 16461
- Joined: 17 Aug 2016 12:18
- Contact:
Re: Overriding graphics or definitions possible?
the .scs/.zip/folders are mounted, new files will be added, files with same names will be overwritten at runtime, it wont be extracted and stored somewhere for the game to access
| !!!NO SUPPORT OR REQUESTS OF ANY SORT VIA PM!!! | Screenshot Thread | Steam Workshop | World of Trucks Profil |
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