[REL] Daniels ETS2 Random Events

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zuim
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Re: [REL] Daniels Random Events

#551 Post by zuim » 25 Jan 2022 17:34

yes, in folder Mods more than one mods with traffic models.
on ver. 1.42 with the same mods worked fine.
on 1.43 - 1.5.0 worked very bad
- 1.5.1 worked 50/50
And I think, where the hiding bugs??
that's why I ask.
Maybe my question will help this mod to become more stable? independent of other traffic modes?
In general, this mod is Divine) Numero 3 in top10!
I have been using it since the first release and I am very grateful to you for this work!
Finally, at least some tension on the road, which does not fall asleep five minutes after departure))))
Madkine wrote: 25 Jan 2022 11:52 @zuim Snippets really aren't useful. Like the last guy, you probably have more than one traffic mod and they are conflicting.
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#552 Post by ATLANTIK7773 » 26 Jan 2022 02:32

Hello to all! I use this mod and I can say that I have no errors in the log!
The magazine is clean! And the mod works great! I use two mods
1.Daniels Detours Roadwork Detours
2.Daniels Random Events Mod - V1.5.1
There was one bug when update 1.43 came out but Danbywinby fixed it.
I have all traffic from Jazzycat installed
My advice to you is to remove all mods and add one at a time and then find out which mods are giving you errors
But Add one at a time or 2 or 3 mods to determine which mod is conflicting.
Believe me, there are no mistakes, I ride every day I have a lot of mods and no mistakes!
Good luck to all!
Michau60
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Joined: 07 Nov 2021 15:23

Re: [REL] Daniels Random Events

#553 Post by Michau60 » 28 Jan 2022 22:55

I have the same problem with this invisible cars.
But from my testing seems that southern region is causing this invisible cars problem, because as soon as I removed it the cars are spawning like they should.
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#554 Post by ATLANTIK7773 » 02 Feb 2022 11:02

danbywinby
1. I ask you to consider the addition of all the objects indicated on the skin with collision in the new update.
Asphalt Patch of random event (3).jpg
2. I ask you to make reflective stripes on the road so that they are reflected in the headlights. It will be cool!
Why am I asking about this since the developers did not make all the signs reflective and you drive at night like into the abyss!
eut2_hq_61e3caf1.png
eut2_hq_61e3cb8f.jpg
3.Make glowing or flashing signs or direction, like on skins.
eut2_hq_61e3d10a.jpg
eut2_hq_61e3d10b.jpg
Your mod brings realism to the game
Thank you for your work and your time spent creating the mod.
Good luck to you!
danbywinby
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Re: [REL] Daniels Random Events

#555 Post by danbywinby » 04 Feb 2022 19:47

@ATLANTIK7773 Thank you for your suggestions.

With regards to the objects with collisions, most of the ones shown in your picture i have already added collisions to however i can certainly see if i can do the same for more objects in the next update and create more variations of the patches already in my mod for the next version.

With regards to the retroreflective road strips and signs. I agree that this would be amazing to see in game and it is a real shame that SCS has not added this themselves however this is not something i am planning to add as it will require editing all of the different road types and signs in the game and that would be an absolute mammoth of a task.
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#556 Post by ATLANTIK7773 » 04 Feb 2022 20:27

Danbywinby thank you for the clarification and for being willing to upgrade your mod more!
For the markup and signs, it is a pity that it will not work out due to the huge amount of work.
This is probably why the developers do not want to do this, since it is difficult for them.
I want to thank you again for your work on the mod! Good luck with your work!
Ailong
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Re: [REL] Daniels Random Events

#557 Post by Ailong » 08 Feb 2022 21:56

And the events accurately are working correctly.
https://ibb.co/DV68ymj
https://ibb.co/zXVV7v1
Since only on this patch 1.43 I began to observe something like in the screenshots

I accurately would rather ask if the mod is fully adapted for this patch
danbywinby
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Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#558 Post by danbywinby » 08 Feb 2022 22:46

@Ailong That looks like a detour event rather than one of my random events.
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#559 Post by ATLANTIK7773 » 10 Feb 2022 18:03

And the events accurately are working correctly.
https://ibb.co/DV68ymj
https://ibb.co/zXVV7v1
Since only on this patch 1.43 I began to observe something like in the screenshots
I accurately would rather ask if the mod is fully adapted for this patch

I work in the traffic police and can explain this event,
which shows an episode of removing oil from the road after an accident by firefighters! This is normal.
Flequi
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Joined: 13 Feb 2022 21:09

Re: [REL] Daniels Random Events

#560 Post by Flequi » 20 Feb 2022 06:15

Hi there. Is this compatible with 1.42 + ProMods 2.57? (and with traffic mods, for that matter)

Apologies if similar questions have been asked a million times. :oops:

Cheers.
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