[REL] ProMods v2.68
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.
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.
Re: [REL] ProMods v2.64
I just got to try The Great Steppe addon and oh man, it is so amazing. It's really really well done, thank you so much for it!
Somewhere in Europe in my Scania R...
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- Joined: 27 Feb 2021 10:29
- Location: Trenčín, Slovensko
Re: [REL] ProMods v2.64
I don't know why, but the discovery of the territory from scs and prmods is not synchronized, for example, I have reworked Hanover and Austria, I managed to discover everything during the open beta version, and when I add promods, I had to discover everything all over again, now I don't know if that's the case be or something needs to be confirmed before installation, I think that when SCS revises 4 German cities, Switzerland and adds Trieste and then implements these territories in promods, I will have to worry about the same thing twice again
Re: [REL] ProMods v2.64
@Trucker Nik, it has to do with the way that Austria was implemented in ProMods Europe. When items are copied from one map (SCS base) and pasted to another map (ProMods Europe) all of the roads/prefabs get new UID's. Since the game is tracking discovered roads/prefabs by UID the new UID's are marked "undiscovered".
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- Location: Trenčín, Slovensko
Re: [REL] ProMods v2.64
Thanks, so nothing can be done about it except to discover it again
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- Joined: 03 Aug 2020 23:41
Re: [REL] ProMods v2.64
I am still wondering whether ProMods will try to rebuild and improve the map of among others Republic of Poland and Slovakia somewhere in the near future?
On one occasion, did anyone exaggerate with elevation of terrains with asphalt roads in Poland accidentally? Is this how it is supposed to look until the release of new version of this country?
On one occasion, did anyone exaggerate with elevation of terrains with asphalt roads in Poland accidentally? Is this how it is supposed to look until the release of new version of this country?
My current laptop specifications
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
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- Joined: 03 Aug 2020 23:41
Re: [REL] ProMods v2.64
I found an unnecessarily and very badly placed Polish road sign "No Truck Entry" at the Bulgarian-Turkish border crossing.
Perhaps some mod associated with road signs has something in common.
Perhaps some mod associated with road signs has something in common.
My current laptop specifications
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
Re: [REL] ProMods v2.64
If they hadn't blocked the files, then people themselves would have changed the version in the manifest and would have played on. Or the reasons are different?
- Ludo Diabolo
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- Joined: 28 Jan 2019 16:15
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- Contact:
Re: [REL] ProMods v2.64
Because you think that PM is just changing the Manifest number to make it compatible mdrrrr
I'm sure you'll find it hard to believe the nonsense you see on the internet or from pseudo modders who think that changing the manifest will make a mod stable and operational lol
I'm sure you'll find it hard to believe the nonsense you see on the internet or from pseudo modders who think that changing the manifest will make a mod stable and operational lol
ETS2:promods + Middle-East Add-On + TGS / ATS:promods Canada
SORRY MY ENGLISH, I'M FRENCH.
SORRY MY ENGLISH, I'M FRENCH.
- Adrian Zgripcea
- Posts: 68
- Joined: 29 Aug 2015 12:36
- Location: Romania
- Contact:
Re: [REL] ProMods v2.64
@Zizu I don't think there's a chance your profile would even load on ETS2. On ATS I usually use SCS Archiver to change the manifest version so that I can load my ProMods profile until the compatibility update is out. Many people may not be aware that a game update usually breaks map mods, so they lock it to one version using the manifest file. But you can change it at your own risk.
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Re: [REL] ProMods v2.64
I wonder what changes will ProMods bring to the map of Europe for version 1.47? So far, I have not found a video on making of changes and adding of individual cities with different places yet.
My current laptop specifications
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
Video Cards: NVIDIA GeForce GTX 1060 with Max-Q Design and Intel® HD Graphics 630
CPU: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
RAM: 16 GB
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