[REL] [WIP] Easy SCSModManager (ESCSMM)
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.
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bronto45
- Posts: 1
- Joined: 08 Apr 2020 04:46
Re: Easy SCSModManager (ESCSMM)
Hello.The program is very good and useful.But please change the font in the drop-down windows.Black on black is completely unreadable.Thank you.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: Easy SCSModManager (ESCSMM)
New version 1.3.0 is out and should fix it!bronto45 wrote: 05 Jun 2026 18:31 Hello.The program is very good and useful.But please change the font in the drop-down windows.Black on black is completely unreadable.Thank you.
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00player00
- Posts: 65
- Joined: 23 May 2022 12:19
Re: Easy SCSModManager (ESCSMM)
Can a function be added to delete non-workshop modules?
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: Easy SCSModManager (ESCSMM)
Woah, that's a really good idea and should be easy to implement.
Why didn't it came up into my mind bc I already deleted some by hand
Give me some time, I'll implement it in the next release!
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Iโve run into an issue: after enabling multiple mods consecutively, the original location categorization gets altered.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Thanks for the report! To make sure I chase the right thing, two quick questions:LLBBC wrote: 06 Jun 2026 15:08 Iโve run into an issue: after enabling multiple mods consecutively, the original location categorization gets altered.
1. Where does it change - in the mod grid on the left (the category/position of the cards), or in the "Active mods" list on the right (the load order itself)?
2. Can you give me a quick before/after? Something like: "I enabled A, then B, then C - and mod X, which was at position 5, jumped to the top." A screenshot of both states would be perfect.
One thing that might already explain it: mods whose names contain one of the "Map base" terms (Settings -> Map base, e.g. "map", "loading screen") are automatically pinned to the top block of the load order when activated - that is by design, and the term list is editable there. If the mods that move match those terms, that is the feature doing its job; if not, I definitely want your exact steps.
And as always: which version are you on (1.3.0 is current), and Windows or Linux?
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Iโm running Windows 11 and using the tool in version 1.3.0.
For reference, on the left side of the tool, Mod A is classified under Trailers, and Mod B under Trucks.
If I enable Mod A first, it will show up in the Trailers category on the right. After that, when I enable Mod B, Mod B correctly appears in the Trucks category on the right, but Mod A is also automatically moved to the Trucks category.
If I reverse the enabling order, the problem does not occur. I believe this issue is caused by the vertical positioning of different categories on the right panel.
For reference, on the left side of the tool, Mod A is classified under Trailers, and Mod B under Trucks.
If I enable Mod A first, it will show up in the Trailers category on the right. After that, when I enable Mod B, Mod B correctly appears in the Trucks category on the right, but Mod A is also automatically moved to the Trucks category.
If I reverse the enabling order, the problem does not occur. I believe this issue is caused by the vertical positioning of different categories on the right panel.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Confirmed, and thank you - that was a textbook reproduction, it let me trace the bug in minutes. Your theory was spot on: group membership in the right panel IS positional (that is how the list mirrors the real load order). The actual bug: activating a mod always inserts it at the very top of the list, ignoring groups. So when you enabled the Trucks mod after the Trailers mod, the Trucks entry (and its group header) landed above your Trailers mod - which then visually ended up inside the Trucks block. That also explains why the reverse order works: it accidentally produces the correct group sequence.LLBBC wrote: 06 Jun 2026 18:16 Iโm running Windows 11 and using the tool in version 1.3.0.
For reference, on the left side of the tool, Mod A is classified under Trailers, and Mod B under Trucks.
If I enable Mod A first, it will show up in the Trailers category on the right. After that, when I enable Mod B, Mod B correctly appears in the Trucks category on the right, but Mod A is also automatically moved to the Trucks category.
If I reverse the enabling order, the problem does not occur. I believe this issue is caused by the vertical positioning of different categories on the right panel.
The fix is straightforward: activation will insert the mod at the end of its own category block instead of at the top. Coming in one of the next releases.
Until then, two workarounds: enable mods roughly in load-order direction (top groups first), or just drag the entry to the right block - dragging works correctly today.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: Easy SCSModManager (ESCSMM)
Done - your feature is in! Since v1.3.1 (current version is 1.3.2) you can right-click any local mod -> "Delete...". A few details on how it behaves:
- Deleted mods go to the system trash, never permanently removed - you can always restore them from there.
- Multi-select works: select several mods, one right-click, one confirmation dialog listing them all.
- If a mod is still part of a load order, the dialog warns you and names the profile before you confirm.
- Workshop mods are the exception, as you guessed: those are managed by Steam, so the entry is greyed out for them - unsubscribe in the Workshop instead.
Asked Saturday morning, shipped Saturday.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Fixed in v1.3.2, which is live now. Your diagnosis was spot on: group membership in the right panel is positional, and activating a mod always inserted it at the very top - ignoring groups entirely. That is why the enabling order mattered.LLBBC wrote: 06 Jun 2026 18:16 Iโm running Windows 11 and using the tool in version 1.3.0.
For reference, on the left side of the tool, Mod A is classified under Trailers, and Mod B under Trucks.
If I enable Mod A first, it will show up in the Trailers category on the right. After that, when I enable Mod B, Mod B correctly appears in the Trucks category on the right, but Mod A is also automatically moved to the Trucks category.
If I reverse the enabling order, the problem does not occur. I believe this issue is caused by the vertical positioning of different categories on the right panel.
New behavior: activating a mod now inserts it at the end of its own category block, so Trailers land under Trailers and Trucks under Trucks, no matter in which order you enable them. Bonus fix in the same release: double-clicking a mod that is already active no longer moves it around - it just highlights it in the list.
And a small thank-you that might amuse you: your exact reproduction (Trailers mod first, then Trucks mod) is now a permanent automated test in the project - every future version has to pass your scenario before it can be released. That is how good a bug report it was.
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