[REL] Daniels ETS2 Random Events

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ZeFrango
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Re: [REL] Daniels Random Events

#531 Post by ZeFrango » 02 Jan 2022 10:52

Avelium wrote: 01 Jan 2022 21:25
Milan1NL wrote: 01 Jan 2022 19:26 I really like this mod. Does it works with the newest promods mod version?
It works with Promods/Rusmap/etc, but there are missing cars from time to time.

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me too, hope he release fix
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KrysEmlyn
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Re: [REL] Daniels Random Events

#532 Post by KrysEmlyn » 02 Jan 2022 10:58

Dan's mod doesn't make any changes to these particular vehicle definitions.
Are you using any traffic mods? If so, it looks like those have not been updated to use the current SCS vehicle types properly.
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#533 Post by ATLANTIK7773 » 02 Jan 2022 14:42

After fix
def / vehicle / traffic_storage_car_custom.danw
There are no errors in the game.
ZeFrango______ You have a conflict with another traffic mod
ZeFrango
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Re: [REL] Daniels Random Events

#534 Post by ZeFrango » 02 Jan 2022 15:17

ATLANTIK7773 wrote: 02 Jan 2022 14:42 After fix
def / vehicle / traffic_storage_car_custom.danw
There are no errors in the game.
ZeFrango______ You have a conflict with another traffic mod
i try it but after change, mod no more compatible
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fedeg_1
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Re: [REL] Daniels Random Events

#535 Post by fedeg_1 » 02 Jan 2022 19:59

@danbywinby I'm having certain bugs on console, I imagine it may be because I use the Cip traffic mod. Some events that run do not have vehicles.

For this reason, can you remove random events and only leave road patches? Can I modify it in any way?

Best regards.
FX 8350 | 16GB RAM | MSI RTX 3070TI 8GB | LOGITECH G923 TRUEFORCE + EATON FULLER SHIFTER
danbywinby
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Re: [REL] Daniels Random Events

#536 Post by danbywinby » 02 Jan 2022 21:54

@fedeg_1

Please try the new hotfix version i've just released. Download link in the first post. This should fix any issues people are having with vehicles not showing in events.

If anybody continues to have issues then please try removing any other mods and try again first.
danbywinby
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Re: [REL] Daniels Random Events

#537 Post by danbywinby » 03 Jan 2022 11:06

What is everyone's thoughts on the current rarity / spawning amount of the events in my mod. Are there any events that people think should be rarer or more common at all?
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ATLANTIK7773
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Re: [REL] Daniels Random Events

#538 Post by ATLANTIK7773 » 03 Jan 2022 11:59

Danbywinby Hi! Everything works great! Thanks for the update. There are no errors in the log.
I have a question about fashion will be updated or are they already forgotten like your site !?
Daniels Detours Mod - V1.0
Daniels Roadwork Detours Mod - V1.0
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abasstreppas
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Re: [REL] Daniels Random Events

#539 Post by abasstreppas » 03 Jan 2022 12:51

Since you pointed me to the right direction how to alter the weight between big accidents and roadworks, the mod works perfectly for me.

One little thing: is it possible to reduce the height of the collision for those asphalt patches a bit. They rocks the truck a bit too much in my opinion.

Keep up the splendid work you do, cheers :D
danbywinby
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Re: [REL] Daniels Random Events

#540 Post by danbywinby » 03 Jan 2022 14:01

@ATLANTIK7773

I plan to get my site fully updated sometime during this month. Unfortunately during the Christmas break I was not able to get done as much as I wanted to with regards to my mods.

With regards to the detours mods they should still work fine with no major problems in the latest game version. Unfortunately with the current limitations of the Detours feature there is not anything else I can think of to add to the mods.

@abasstreppas

Excellent to hear. Can I just ask what change you made to the numbers to get the balance right for you?

With regards to the collisions for the asphalt patches the asphalt patches themselves are already as low as they can go to the ground without them being level with the ground so currently I don't believe I can make any changes to those.
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