Forest mod is not loaded properly

Blackmantha
Posts: 4
Joined: Sun Jan 27, 2013 2:20 pm

Forest mod is not loaded properly

Post by Blackmantha »

hello
I did a lot of tests, but the forest mod I do not load properly.
mod list in the main screen is present, but in the game in the store there is no vehicle or tool.
I tried to load the game with the only forest mod, but the situation does not change.

Any advice?

log files perfectly clean

greetings :neutralnew:
Heizer
GIANTS Software | Gameplay Programmer
Posts: 1239
Joined: Thu Jul 02, 2009 5:00 pm

Re: Forest mod is not loaded properly

Post by Heizer »

The forest mod vehicles have an extra category in the shop (under the mod main category). If you can't find that category please show us your log file http://wiki.farming-simulator.com/index ... tig_posten (scroll down a bit)
Gruß Heizer
Blackmantha
Posts: 4
Joined: Sun Jan 27, 2013 2:20 pm

Re: Forest mod is not loaded properly

Post by Blackmantha »

I attach the log file
the mods are not visiualizzate in any area of the store
GIANTS Engine Runtime 5.0.1 (build date: Mar 31 2014)
Copyright (c) 2008-2012, GIANTS Software GmbH (www.giants-software.com), All Rights Reserved.
Copyright (c) 2003-2012, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2013
Main System
Cpu Name: Intel(R) Core(TM) i7 CPU X 980 @ 3.33GHz
Cpu Core(s): 12 @ 3.3 GHZ
OS: Windows NT 6.1 64-bit
Physics System
Driver: NVIDIA PhysX Runtime
Version: 2.8.4
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: Logitech G27 Racing Wheel USB
Sound System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Max. sources: 256
Render System
Driver: OpenGL
Card Vendor: NVIDIA Corporation
Renderer: GeForce GTX 780/PCIe/SSE2
Version: 4.4.0
max_texture_layers: 8
OpenGL initialization successful
Hardware Profile
Level: Very High (auto)
View Distance Coeff: 1.300000
Shadow Quality: 2.000000
Skip Mipmaps: 0
LOD Distance Coeff: 1.300000
Terrain LOD Distance Coeff: 2.000000
Foliage View Distance Coeff: 1.600000
Farming Simulator 2013 INT
Version: 2.1.0.2 RC3
Available Languages: en de fr es it ru jp
Language: it
Game vehicle types loaded
Mod directory: D:\Giochi\Mods2013
Load mod: FarmingSimulator2013ClassicsPack
Load dlc: pdlc_titaniumAddon
Load mod: aForestMod
Load mod: Bankofhagenstedt
Load mod: KernStadt_edit_by_Kastor_v2_5
Load mod: MapBuyableObject
Load mod: MapDoorTrigger
Warning: Missing l10n for button SWITCH_DOOR_STATE in MapDoorTrigger
Load mod: ZZZ_courseplay
Register vehicle type: FarmingSimulator2013ClassicsPack.DLCBaleloader
Register vehicle type: FarmingSimulator2013ClassicsPack.FahrAPNBaler
Register vehicle type: FarmingSimulator2013ClassicsPack.tractor_cylindered
Register vehicle type: FarmingSimulator2013ClassicsPack.frontloader_cylindered
Register vehicle type: FarmingSimulator2013ClassicsPack.selfPropelledForageWagon
Register vehicle type: pdlc_titaniumAddon.tractor_wheelExtension
Register vehicle type: pdlc_titaniumAddon.truck
Register vehicle type: pdlc_titaniumAddon.tractor_visualWheels
Register vehicle type: pdlc_titaniumAddon.augerWagon
Register vehicle type: pdlc_titaniumAddon.combine_extended_crawler
Register vehicle type: pdlc_titaniumAddon.combine_extended
Register vehicle type: pdlc_titaniumAddon.kroneEasyFlow
Register vehicle type: pdlc_titaniumAddon.cutter_mouseControlled
Register vehicle type: pdlc_titaniumAddon.cutter_builtInCutterTrailer
Register vehicle type: pdlc_titaniumAddon.swadro2000
Register vehicle type: pdlc_titaniumAddon.kotteSlurryTank
Register vehicle type: pdlc_titaniumAddon.sowingMachine_foldableRidgeMarker
Register vehicle type: aForestMod.TreePlanter
Register vehicle type: aForestMod.StihlMS660_toolbox
Register vehicle type: aForestMod.WeidemannWoodClaw
Register vehicle type: aForestMod.FransgardHZ2300
Register vehicle type: aForestMod.Junkkari
Register vehicle type: aForestMod.JunkkariPatruuna866
Register vehicle type: aForestMod.JunkkariPatruuna866Kran
Register vehicle type: aForestMod.AhwiForstfraese
Register vehicle type: aForestMod.KroneEmslandForst
Register vehicle type: aForestMod.seedlingPallet
Register vehicle type: aForestMod.jenzHEM561
Register vehicle type: aForestMod.wfTrac
Register vehicle type: aForestMod.ktsArmgrip
Register vehicle type: aForestMod.SchwarzmuellerTandem
Script loaded: Bankofhagenstedt Version 1.16 - Copyright (c) MX11
SearchBuyableObjectScript v1.0 by Bluebaby210 loaded!
register fruit type: dinkel
register fruit type: oat
register fruit type: rye
register fruit type: sunflower
register fruit type: carrot
register fruit type: onion
register fruit type: Hirse
doorTrigger loaded
-> WeightStation and FruitWeight Fix Specialistaion Version 3.2.4 by Blacky_BPG
-> WeightStation Version 3.2.5 by Blacky_BPG Trigger and Events loaded
Map: Buyable Objects (Buyable) v1.0 by Bluebaby210 loaded!
Map: Buyable Objects (Icon) v1.0 by Bluebaby210 loaded!
Map: Buyable Objects (Master) v1.0 by Bluebaby210 loaded!
D:\Giochi\Mods2013/ZZZ_courseplay/img/signs/normal.i3d (0.00mb in 8.22 ms)
D:\Giochi\Mods2013/ZZZ_courseplay/img/signs/stop.i3d (0.00mb in 8.96 ms)
D:\Giochi\Mods2013/ZZZ_courseplay/img/signs/cross.i3d (0.00mb in 7.50 ms)
D:\Giochi\Mods2013/ZZZ_courseplay/img/signs/start.i3d (0.00mb in 8.44 ms)
D:\Giochi\Mods2013/ZZZ_courseplay/img/signs/wait.i3d (0.00mb in 8.66 ms)
### Courseplay: initialized 39/39 files (v3.41.0524)
********************************************* WARNING *********************************************
You're using a development version of Courseplay, which may and will contain errors, bugs,
mistakes and unfinished code. Chances are your computer will explode when using it. Twice.
If you have no idea what "beta", "alpha", or "developer" means and entails, remove this version
of Courseplay immediately. The Courseplay team will not take any responsibility for crop destroyed,
savegames deleted or baby pandas killed.
***************************************************************************************************
### Courseplay: installed into 23 vehicles
Loading shader WAD 'C:/Users/Kayrez/Documents/My Games/FarmingSimulator2013/shader_cache/shader_3_1_1024_512_OGL_NV_8.wad' ... 343 hashes, 568 shaders, 705363 bytes compressed
data/sky/sky_day_night.i3d (0.00mb in 305.00 ms)
data/sky/rain.i3d (0.00mb in 48.44 ms)
data/sky/hail.i3d (0.00mb in 9.04 ms)
data/maps/map01.i3d (3.36mb in 8129.21 ms)
dataS2/character/pedestrians/executive03.i3d (0.27mb in 42.45 ms)
dataS2/character/pedestrians/casual02.i3d (0.31mb in 52.31 ms)
dataS2/character/pedestrians/casual03.i3d (0.33mb in 41.48 ms)
dataS2/character/pedestrians/casual08.i3d (0.53mb in 57.08 ms)
dataS2/character/pedestrians/casual07.i3d (0.32mb in 37.42 ms)
dataS2/character/pedestrians/casual15.i3d (0.40mb in 47.05 ms)
D:\Giochi\Mods2013/aForestMod/objects/trees/harvestableTrees/pine25_1harvest.i3d (0.01mb in 157.80 ms)
D:\Giochi\Mods2013/aForestMod/objects/trees/harvestableTrees/pine25_2harvest.i3d (0.01mb in 8.38 ms)
D:\Giochi\Mods2013/aForestMod/objects/trees/harvestableTrees/pine15harvest.i3d (0.01mb in 16.26 ms)
D:\Giochi\Mods2013/aForestMod/objects/trees/harvestableTrees/pine20harvest.i3d (0.01mb in 4.82 ms)
sprayeraddon was inserted on selfPropelledSprayer
sprayeraddon was inserted on sprayer_animated
sprayeraddon was inserted on manureBarrel
sprayeraddon was inserted on sprayer
sprayeraddon was inserted on sprayer_mouseControlled
sprayeraddon was inserted on pdlc_titaniumAddon.kotteSlurryTank
sprayeraddon was inserted on manureSpreader
data/vehicles/steerable/same/sameArgon3-75.i3d (0.02mb in 560.83 ms)
data/vehicles/steerable/powerTakeoff.i3d (0.00mb in 64.27 ms)
data/vehicles/steerable/upperLinkMedium.i3d (0.04mb in 55.40 ms)
data/vehicles/steerable/upperLinkSmall.i3d (0.04mb in 15.26 ms)
data/vehicles/steerable/kramer/kramerKL200.i3d (0.01mb in 275.89 ms)
data/vehicles/steerable/buehrer/buehrer6135A.i3d (0.02mb in 220.31 ms)
data/vehicles/steerable/fahr/fahrM66.i3d (0.01mb in 263.99 ms)
data/vehicles/tools/poettinger/poettingerServo35.i3d (0.00mb in 130.63 ms)
data/vehicles/tools/lemken/lemkenKristall9.i3d (0.75mb in 216.03 ms)
data/vehicles/tools/amazone/amazoneD1.i3d (0.00mb in 98.84 ms)
data/vehicles/trailers/krone/kroneEmsland.i3d (1.11mb in 320.15 ms)
data/vehicles/steerable/fahr/fahrM66Cutter.i3d (0.00mb in 83.62 ms)
data/vehicles/tools/extraWeight01.i3d (0.07mb in 21.38 ms)
data/vehicles/steerable/lizard/golfCart.i3d (0.01mb in 28.22 ms)
## Courseplay: Golf Cart: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work!
## Courseplay: Golf Cart: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work!
## Courseplay: Golf Cart: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work!
## Courseplay: Golf Cart: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work!
data/character/farmer/farmer_player.i3d (1.75mb in 146.78 ms)
data/vehicles/trucks/milktruck.i3d (1.19mb in 440.07 ms)
data/vehicles/cars/car1.i3d (0.43mb in 103.62 ms)
data/vehicles/cars/car4.i3d (0.33mb in 65.64 ms)
data/vehicles/cars/car5.i3d (0.37mb in 54.82 ms)
data/vehicles/cars/car2.i3d (0.42mb in 52.58 ms)
data/vehicles/cars/car3.i3d (0.39mb in 31.69 ms)
data/vehicles/cars/car7.i3d (0.47mb in 42.82 ms)
data/vehicles/cars/car6.i3d (0.38mb in 33.55 ms)
Thank you so much for the help and support

:smileynew:
BULIGO
Posts: 631
Joined: Sun Mar 03, 2013 5:17 pm

Re: Forest mod is not loaded properly

Post by BULIGO »

You have an odd path to your mods folder. Normally, it should read like this:
C:\Documents and Settings\Administrator\My Documents\My Games\FarmingSimulator2013\mods
Still, the program seem to register and load all the vehicles properly.. :hmm:
User avatar
bassaddict
GIANTS Software | Web/Script Programmer
Posts: 11983
Joined: Tue Nov 29, 2011 2:44 pm
Location: ER, DE

Re: Forest mod is not loaded properly

Post by bassaddict »

You can change the path to the mods folder. Doesn't work with all mods though (some don't use the correct way to build the path to e.g. HUD textures).
Blackmantha
Posts: 4
Joined: Sun Jan 27, 2013 2:20 pm

Re: Forest mod is not loaded properly

Post by Blackmantha »

Perfect ... I set the base path for the mod now everything works.
The only hassle is to have more than 3 GB of mods within the SSD.

Thank you very much

*thumbsup* :biggrin2:
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