Search found 53 matches

by XPModder
Thu Dec 07, 2023 8:07 pm
Forum: [EN] Modding
Topic: Cant get motionPathEffect to work or show up at all ingame
Replies: 0
Views: 11924

Cant get motionPathEffect to work or show up at all ingame

Hi! Im working on both a single row harvester and a 4 row header for forage harvesters to harvest lavender on a map Im making. I have both the single row harvester and the 4 row header working and animated, but I cant get the motionPathEffect of the cutter to work. I have tried lots of different thi...
by XPModder
Thu Dec 07, 2023 7:42 pm
Forum: [EN] Modding
Topic: simple IC mod not working with 9RT
Replies: 1
Views: 2493

Re: simple IC mod not working with 9RT

Im not familiar with the simpleIC mod, but I still have some ideas of what your problems are. Your first problem is caused by references in the i3d to the games data directory being incorrect. Open your i3d file with a text editor like notepad, notepad++ or visual studio code. In the <Files> section...
by XPModder
Tue Dec 05, 2023 12:47 pm
Forum: [EN] Modding
Topic: Map inspiration and design
Replies: 1
Views: 1604

Re: Map inspiration and design

As someone working on a map at the moment and having made mods for farming simulator and other games in the past, the most important thing for me is the motivation for making a mod in the first place. All mods (both farming simulator and not) that I have actually finished had the same core motivatio...
by XPModder
Tue Dec 05, 2023 11:40 am
Forum: [EN] Modding
Topic: Code to load inside PDLC its a violation of copyrights?
Replies: 3
Views: 6013

Re: Code to load inside PDLC its a violation of copyrights?

I think the important question is, how did you get this information? Like, how do you know what the scripts are called and where they are located in the dlc and how do you know what the specialization is called and what the onCreate function is called? Making a mod that in some way depends on a dlc,...
by XPModder
Tue Dec 05, 2023 10:44 am
Forum: [EN] Modding
Topic: export
Replies: 2
Views: 5669

Re: export

If the model that gets loaded by the game when buying it is not the i3d you want it to load, then you have the wrong i3d specified in your xml file. In the xml for the store item the path (relative to your mod) of the i3d file has to be specified in the filename tag, which is in the base tag. The i3...
by XPModder
Fri Dec 01, 2023 10:42 am
Forum: [EN] Modding
Topic: Animations for Combine Ladders
Replies: 2
Views: 2065

Re: Animations for Combine Ladders

Hi! Since you are looking for a specific part (the ladder), the way I would approach this would be to first open the i3d file of the combine (its either in the mod zip or if it uses a basegame model, its located in you FS installation folder under data/vehicles) in the giants editor and locate the l...
by XPModder
Thu Nov 30, 2023 7:21 pm
Forum: [EN] Modding
Topic: FS19 converted script error LUA call stack
Replies: 11
Views: 3047

Re: FS19 converted script error LUA call stack

Good to hear that its error free now! As for the multiplayer problem: Im not familiar enough with that part of FS and dont know the client/server architecture, but it sounds like the relevant information is not correctly or not at all synchronised between client and server. As I said, Im not familia...
by XPModder
Thu Nov 30, 2023 11:24 am
Forum: [EN] Modding
Topic: FS19 converted script error LUA call stack
Replies: 11
Views: 3047

Re: FS19 converted script error LUA call stack

Ok, I will just go with the errors in your latest post here for now. Are you using the old script or this new script now? 1. The new script you posted still has the error in the raiseDirtyFlags() calls. As you correctly did before, you need to replace self.levitatorSprayerFlag with self.LevitatorSpr...
by XPModder
Wed Nov 29, 2023 11:17 pm
Forum: [EN] Modding
Topic: FS19 converted script error LUA call stack
Replies: 11
Views: 3047

Re: FS19 converted script error LUA call stack

I am having some trouble following you here... Your original question was about some errors caused by a wrong paramter being passed to hasXMLProperty in a script file called AddConfig.lua for a mod called FS19_PM_Cropduster_converted. Have you fixed that issue? Because this latest post from you seem...
by XPModder
Wed Nov 29, 2023 6:19 pm
Forum: [EN] Modding
Topic: Running LUA method 'loadSharedI3DFileAsyncFinished'
Replies: 3
Views: 3590

Re: Running LUA method 'loadSharedI3DFileAsyncFinished'

Hi! It looks like there is a problem with your i3d file and/or your xml. Have you updated the i3d file to the current version, by opening it in the current version (9.0.6) of the Giants Editor? If the mod in question is for FS19 and potentially even early FS19 it is quite likely that it is using an ...
by XPModder
Wed Nov 29, 2023 6:07 pm
Forum: [EN] Modding
Topic: FS19 converted script error LUA call stack
Replies: 11
Views: 3047

Re: FS19 converted script error LUA call stack

Hi! From reading the bit of the log you posted, you are doing something wrong in your AddConfig.lua script. Specifically you are passing the hasXMLProperty an invalid argument. The hasXMLProperty function expects the id of an xml object as its first argument, but you are passing it something else. W...
by XPModder
Wed Nov 22, 2023 3:49 pm
Forum: [EN]WIP_Mods
Topic: WIP Map "Somewhere in Lower Saxony"
Replies: 0
Views: 3916

WIP Map "Somewhere in Lower Saxony"

Hi! Im working on a fictional map roughly situated somewhere in lower saxony, germany. I am making this thread mainly as a place for people to request additional features or improvements to existing features. If you have a great idea for a feature included in a map, please read this entire post and ...
by XPModder
Wed Nov 22, 2023 11:30 am
Forum: [EN] Modding
Topic: What mods do people want in Farming Simulator 22?
Replies: 197
Views: 63326

Re: What mods do people want in Farming Simulator 22?

I have not read every page of suggestions so please excuse me if this is a repeat... Tension belts as a hand tool. I currently have multiple piles of logs sitting on the ground and it would be nice to be able to strap them up. It's not like it's unrealistic. Also I play on console so cross- platfor...
by XPModder
Wed Nov 22, 2023 11:12 am
Forum: [EN] Modding
Topic: How to increase pallet spawn area factory
Replies: 1
Views: 1168

Re: How to increase pallet spawn area factory

Hi, Increasing the pallet spawn area is relatively simple. The area is defined by transforms groups in the i3d. If you open the i3d of your factory in the giants editor, look for a transform group called something like 'palletSpawner' in the scenegraph. You can have multiple spawner areas defined. E...
by XPModder
Wed Nov 22, 2023 10:33 am
Forum: [EN] Modding
Topic: Alphas from foliages
Replies: 2
Views: 1265

Re: Alphas from foliages

If I understand the question correctly, you have a diffuse/albedo map for some foliage type (an image file), but no alpha map and want to create the alpha map for it. There are multiple ways this can be done in an image editor. Here is how I do this: Method 1: Open the albedo/diffuse map and create ...