Version 1.3.5 is out (see Changelog).
Conflict warnings now tell you how bad it is: a yellow triangle when a mod loses
some of its files to mods above it (partly overwritten), a red crossed circle
when it loses all of them (it does nothing where it sits), and no marker when it
wins everything. The tooltip now lists every overwritten file and which mod wins
it, and a small legend shows up under the active list whenever a conflict exists.
Thanks @LLBBC (#37/#38).
Maximising the window now fills the extra width with more columns instead of an
empty strip - same card size, just more cards. Thanks @00player00 (#40).
On top of that: in-app documentation (Help -> Documentation: manual, FAQ,
shortcuts and tips in your language), and everyone now gets the refined colour
accent from 1.3.4.
Big THANK YOU to @LLBBC and @00player00 - keep the feedback coming.
[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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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Detection of the physics.sii file is being bypassed. Did you add this rule intentionally?
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
The def files of these two mods also evade detection. Even though their def contents are completely identical, there isnโt any notification at all. Is this because their top-level folder is named base instead of def?
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Sikay
- Posts: 8
- Joined: 16 Mar 2025 23:10
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
First of all, this looks like a really useful tool.
I was thinking about creating something like that myself but never found the time for it so I am really happy someone does it.
I have two ideas.
The first one is that it would be great to see some indicator and option to filter if a mod is optional for the convoy server.
This is indicated by the optional `mp_mod_optional` property inside the `manifest.sii` file.
https://modding.scssoft.com/wiki/Docume ... 5Foptional
The second thing I would really love to have would be a easy way to create the required configs for the convoy server.
I am managing several convoy servers with different mod combinations and it is already tedious when there are updates since I have to load a specific profile with the mods and run the `export_server_packages` command which creates the `server_packages.sii` and `server_packages.dat` files.
It always uses all mods and make them required on the server even when the mods are optional. Therefore I am handling separate profiles right now only for the required mod lists.
https://modding.scssoft.com/wiki/Docume ... r_packages
I don't know if it is even possible to generate those files outside the game.
Thank you for your work!
I was thinking about creating something like that myself but never found the time for it so I am really happy someone does it.
I have two ideas.
The first one is that it would be great to see some indicator and option to filter if a mod is optional for the convoy server.
This is indicated by the optional `mp_mod_optional` property inside the `manifest.sii` file.
https://modding.scssoft.com/wiki/Docume ... 5Foptional
The second thing I would really love to have would be a easy way to create the required configs for the convoy server.
I am managing several convoy servers with different mod combinations and it is already tedious when there are updates since I have to load a specific profile with the mods and run the `export_server_packages` command which creates the `server_packages.sii` and `server_packages.dat` files.
It always uses all mods and make them required on the server even when the mods are optional. Therefore I am handling separate profiles right now only for the required mod lists.
https://modding.scssoft.com/wiki/Docume ... r_packages
I don't know if it is even possible to generate those files outside the game.
Thank you for your work!
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
Version 1.3.6 is live (see Changelog)
@LLBBC both should be fixed I hope.
@LLBBC both should be fixed I hope.
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
1.I updated to version 1.3.6, but the issue still persists.
Last edited by LLBBC on 09 Jun 2026 05:11, edited 1 time in total.
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
2.The tool lacks duplicate detection for the climate folder.
3.Besides, after I use the automatic update function, the tool wonโt switch to the new version automatically. I have to manually delete the old version and launch the new one every time.
3.Besides, after I use the automatic update function, the tool wonโt switch to the new version automatically. I have to manually delete the old version and launch the new one every time.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
@LLBBC
Thanks for testing so quickly - and sorry it is not sorted yet. The 1.48 base/
handling did ship in 1.3.6, but it only covers mods using a base/ FOLDER. The spec
also allows a nested base.zip, and that variant is not handled yet - if your two
mods are packed that way (or in another layout), 1.3.6 would not catch them.
Rather than keep guessing, could you share one of those two mods - name, link, or
a screenshot of what is at the very top level inside the .scs? With the actual
file I can match the fix to what the game really loads instead of shipping another
guess.
On the climate folder: you are right, and it shows a real limit. Conflict
detection currently compares only def/ files, so overrides living in other folders
the game reads (climate/ among them) are not checked. That scope was deliberate to
avoid noise, but your cases show it is too narrow - I am looking at widening it
carefully.
The auto-update not switching to the new version is a separate bug; I am tracking
it on its own.
Thanks for testing so quickly - and sorry it is not sorted yet. The 1.48 base/
handling did ship in 1.3.6, but it only covers mods using a base/ FOLDER. The spec
also allows a nested base.zip, and that variant is not handled yet - if your two
mods are packed that way (or in another layout), 1.3.6 would not catch them.
Rather than keep guessing, could you share one of those two mods - name, link, or
a screenshot of what is at the very top level inside the .scs? With the actual
file I can match the fix to what the game really loads instead of shipping another
guess.
On the climate folder: you are right, and it shows a real limit. Conflict
detection currently compares only def/ files, so overrides living in other folders
the game reads (climate/ among them) are not checked. That scope was deliberate to
avoid noise, but your cases show it is too narrow - I am looking at widening it
carefully.
The auto-update not switching to the new version is a separate bug; I am tracking
it on its own.
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BeckysFootSlave
- Posts: 77
- Joined: 20 Feb 2021 11:55
- Location: Germany
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
EDIT:Sikay wrote: 08 Jun 2026 19:38 First of all, this looks like a really useful tool.
I was thinking about creating something like that myself but never found the time for it so I am really happy someone does it.
I have two ideas.
The first one is that it would be great to see some indicator and option to filter if a mod is optional for the convoy server.
This is indicated by the optional `mp_mod_optional` property inside the `manifest.sii` file.
https://modding.scssoft.com/wiki/Docume ... 5Foptional
The second thing I would really love to have would be a easy way to create the required configs for the convoy server.
I am managing several convoy servers with different mod combinations and it is already tedious when there are updates since I have to load a specific profile with the mods and run the `export_server_packages` command which creates the `server_packages.sii` and `server_packages.dat` files.
It always uses all mods and make them required on the server even when the mods are optional. Therefore I am handling separate profiles right now only for the required mod lists.
https://modding.scssoft.com/wiki/Docume ... r_packages
I don't know if it is even possible to generate those files outside the game.
Thank you for your work!
Thanks again - I dug into the SCS docs for both.
The mp_mod_optional indicator and filter is straightforward and I will add it: we
already read manifest.sii, so showing which mods carry mp_mod_optional and
filtering by it is a clean fit. (Server-side reminder: it only takes effect when
server_config has mods_optioning: true.)
The server_packages part is trickier. Per the docs, server_packages.dat is
"internal map data" the game only produces with the map loaded - so regenerating
it outside the game is not realistic without the engine. But your actual pain
(export marking every mod required, even the optional ones) may be solvable a
different way: editing the server_packages.sii the game already generates -
reusing its .dat - to set which mods are required vs optional per server, so you
would not need separate profiles.
To know if that works I need to see the real format. Could you share a sample
server_packages.sii and server_packages.dat from one of your setups? Per SCS's own
docs these files are not linked to your account, so they are safe to share. With
them I can check whether the mod list is editable the way I am hoping - and if it
is, that is the feature.
Last edited by BeckysFootSlave on 09 Jun 2026 15:20, edited 1 time in total.
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LLBBC
- Posts: 78
- Joined: 12 Sep 2023 09:55
Re: [REL] [WIP] Easy SCSModManager (ESCSMM)
1.Below is Eugene's PGRS mod.
https://steamcommunity.com/sharedfiles/ ... 1764268887
2.The climate folder is placed inside the def folder instead of being a sibling directory. In theory, this should comply with the tool's detection logic.
https://steamcommunity.com/sharedfiles/ ... 1764268887
2.The climate folder is placed inside the def folder instead of being a sibling directory. In theory, this should comply with the tool's detection logic.
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