Steam inventory mods restiction discussion [Questions Answered]

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Smaland
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Re: Steam inventory mods restiction discussion [Questions Answered]

#301 Post by Smaland » 11 Jan 2025 16:15

Thanks for the info, i'll make the necessary changes to my mod then!

Edit:

So, are these the only changes i need to make in the manifest.sii?

dlc_dependencies[]: "dlc_feldbinder"
dlc_dependencies[]: "dlc_kassbohrer"
dlc_dependencies[]: "dlc_kogel"
dlc_dependencies[]: "dlc_krone"
dlc_dependencies[]: "dlc_tirsan"
dlc_dependencies[]: "dlc_schmitz"
dlc_dependencies[]: "dlc_schwarzmuller"
dlc_dependencies[]: "dlc_wielton"
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Mohegan13
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Re: Steam inventory mods restiction discussion [Questions Answered]

#302 Post by Mohegan13 » 11 Jan 2025 16:31

It's not about adding dependancies to manifest. It's a whole folder change.

The mod would look like this:
Base.scs
Dlc_name1.scs
Dlc_name2.scs

Inside each separate part would be their own def / vehicle / materials folders.

If you want a visual example download my truck accessory mod from workshop and check the last version in there.

https://steamcommunity.com/sharedfiles/ ... =695738881

It works very similar to the game install itself. All the scs files are downloaded for convoy reasons. But it only loads the files the user owns.

The only downside is you either have to use open folder or pack scs files properly with the cityhash2 tool scs made available to pack.
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Smaland
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Location: Rio de Janeiro - Brazil
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Re: Steam inventory mods restiction discussion [Questions Answered]

#303 Post by Smaland » 11 Jan 2025 17:13

Oh, i understood well. I reworked the entire def to include separate folders for each DLC.

The new format is this:

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For example: for Kogel owners this is the folder:

[ external image ]
[ external image ]

Is it correct?
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