British Columbia Discussion Thread

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flight50
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Re: British Columbia Discussion Thread

#571 Post by flight50 » 01 Apr 2026 16:06

That's definitely a change in thought from the June 2018 stream. I know that was years ago and obviously they changed the station. But on that stream, Pavel mentioned that he acknowledged the fact that they'd have to address it eventually. Iirc, it was also in that same segment in which he said they hired someone to start looking into seasons. That was 8 years ago though. But 8 years ago I know that person that was hired got repurposed. So no telling if that person is still at SCS or they need many other things to happen first. The biggest hurdle is the textures. That is problem number one. They don't have the right things in place currently and its a lot of work to correct it from the last time I spoke with a dev on the topic.
Gadg8eer
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Re: British Columbia Discussion Thread

#572 Post by Gadg8eer » 01 Apr 2026 18:23

TruckingWolfUSA wrote: 01 Apr 2026 05:58 In fact, in my speaking to a SCS developer, seasons is not even remotely on the long term roadmap atm, due to the amount of labor required. Plans can change, of course.
I was misinformed then. Sorry about that.

Despite that, Grand Forks is the Boundary District's main population center. If it's excluded, there is nowhere else to reasonably place it and Castlegar is better suited for Trail and other east-focused routes. Crowsnest Pass is not an easy drive even in the summer.

Osoyoos and Castlegar matter generally, I get it. I'm also not going to demand it, obviously. It'd just be nice to see my hometown as an officially playable "place" in a video game. And despite the tiny size, it's the largest city in one of the least-populated districts of Southern BC, with the closest nearby existing option being Spokane. You'd be better off using Trail rather than Castlegar to the east, since it has several major industrial and commercial facilities.
Tuskin38
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Re: British Columbia Discussion Thread

#573 Post by Tuskin38 » 11 Apr 2026 16:12

flight50 wrote: 13 Mar 2026 15:45 3 things here.
1) SCS is doing 2/3 of BC, not half
2) Not everyone plays with map mods
3) SCS will be mapping BC their way, not ProMods way. So not everything ProMods has will be like the SCS version.
to add onto your second point, ATS is also coming to consoles, I imagine they won't have any kind of modding.
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JoeAlex23
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Re: British Columbia Discussion Thread

#574 Post by JoeAlex23 » 11 Apr 2026 17:17

Wrong, mods on consoles are possible.
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oldmanclippy
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Re: British Columbia Discussion Thread

#575 Post by oldmanclippy » 11 Apr 2026 17:34

Wrong? They haven't confirmed or denied mod support unless I missed an announcement.

Mod support on consoles is a massive can of worms, I would not expect it right away, and possibly never.
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JoeAlex23
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Re: British Columbia Discussion Thread

#576 Post by JoeAlex23 » 11 Apr 2026 18:20

It probably won't happen at launch, but i'm confident they will add mod support at some point, be with an existing platform like SnowRunner (and associate games) does with mod.io or their own mod platform like Farm Sim does, but i'm sure SCS understand the importance of mods for these games and won't keep them out of Consoles, so i won't say it would "never" happen.
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Marcello Julio
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Re: British Columbia Discussion Thread

#577 Post by Marcello Julio » 11 Apr 2026 18:32

oldmanclippy wrote: 11 Apr 2026 17:34 Wrong? They haven't confirmed or denied mod support unless I missed an announcement.

Mod support on consoles is a massive can of worms, I would not expect it right away, and possibly never.
Pavel confirmed in an interview with Vortex (Czech gaming news site) that the intention is for consoles to have mod support, but this will not happen at launch but at some point later, as the initial focus is to make the game playable without problems on consoles, and then they will start thinking about mod support on consoles, since on consoles, mods work in a different way and have some limitation rules, which Sony and Microsoft impose.
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Killer-Of-Night
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Re: British Columbia Discussion Thread

#578 Post by Killer-Of-Night » 11 Apr 2026 23:15

Last I checked, Sony had a very hard limitation on mods IIRC, and that they were limited in scope in what could be done on PC and Xbox.

Has this changed at all recently?
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Tuskin38
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Re: British Columbia Discussion Thread

#579 Post by Tuskin38 » 12 Apr 2026 16:21

Killer-Of-Night wrote: 11 Apr 2026 23:15 Last I checked, Sony had a very hard limitation on mods IIRC, and that they were limited in scope in what could be done on PC and Xbox.

Has this changed at all recently?
I think Sony has loosened their restrictions.

Baldur's Gate 3 has allowed external assets since, idk when, and the PS5 release of Starfield which came out this week also supports mods with external assets.
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ovcl
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Re: British Columbia Discussion Thread

#580 Post by ovcl » 12 Apr 2026 16:49

Taking SnowRunner as an example, Sony only allows mods for truck brands that are directly licensed in the base game.
If Sony were to take a similar approach to SCS games, a mod for the Peterbilt 379 would be allowed, for example, but all mods for trucks from manufacturers like Pacific, Scot, GMC would be banned. Also banned would be all mods that inject their own DLLs, including well-known plugins and rendering enhancers. Sony also prohibits the installation of any mods for child accounts.
Mods that are allowed must undergo mandatory platform verification with each update. Sony reserves the right to reject a mod update without explanation.
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