ContractorMod

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ajFarmer
Posts: 461
Joined: Tue Feb 16, 2021 5:01 am

Re: ContractorMod

Post by ajFarmer »

@yumi- Love this mod, Thanks for bringing it to FS22. I love the concept of a family farm. I use AiCost to set my wages to 0$ a hour then use my Daily Deductions mod for wages. So its more like a salary. Works perfect for my set up. You can also use Helper Admin for removing hourly wages. Ai cost however is a very light weight script.

@All- If your having troubles with wardrobe swapping on you when you reload. I found if you exit all characters from vehicles before saving it does not switch wardrobe for first character to last on your list after you reload.
JuicyStuff
Posts: 10
Joined: Tue Nov 24, 2020 4:32 pm

Re: ContractorMod

Post by JuicyStuff »

That's nice to know, thanks! I hope we get these few minor issues fixed, though I'm glad it's already mostly functioning as intended. It would be nice to see this someday in the basegame.
Seb43
Posts: 202
Joined: Sun Jun 04, 2017 8:54 am

Re: ContractorMod

Post by Seb43 »

Yes, that's right. As an alternative to multiplayer. Unfortunately, it's still the case that the characters change. Is there an update?
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yumi
Posts: 243
Joined: Sun Jun 19, 2016 5:48 pm
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Re: ContractorMod

Post by yumi »

Hello
The last update v. 0.0.0.4 published today on github is supposed to fix 2 main errors we had (several Field info boxes displayed after starting a savegame and mix of character style)
Please let me know if it's also OK for you.
Thanks
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
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yumi
Posts: 243
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Re: ContractorMod

Post by yumi »

The return of the "crucified" characters with 1.8.1 update.
I need to find a fix.

Image
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
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Miketeg
Posts: 943
Joined: Tue Nov 01, 2016 1:06 pm

Re: ContractorMod

Post by Miketeg »

Thanks Yumi for all your work. This is, by far, the most immersive mod of the game. Should be in the base game.
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
Jonnjc
Posts: 14
Joined: Sat Nov 09, 2013 9:59 pm

Re: ContractorMod

Post by Jonnjc »

yumi wrote: Wed Oct 26, 2022 6:06 pm The return of the "crucified" characters with 1.8.1 update.
I need to find a fix.

Image
Nightmare! I hope it isn't too hard to find the issue and, as always, thanks for keeping working on the mod. It is brilliant!
norfolk farmer
Posts: 2306
Joined: Sat Oct 13, 2018 3:36 pm
Location: United Kingdom

Re: ContractorMod

Post by norfolk farmer »

yumi wrote: Wed Oct 26, 2022 6:06 pm The return of the "crucified" characters with 1.8.1 update.
I need to find a fix.

Image
With Halloween approaching they will fit right in :lol: Hope it is an easy fix for you *thumbsup*
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Miketeg
Posts: 943
Joined: Tue Nov 01, 2016 1:06 pm

Re: ContractorMod

Post by Miketeg »

Hello Yumi, looks like there's a bug with the latest version.

Yesterday was the first time I was playing with this new version and it worked perfect.

This morning, I reloaded my savegame from yesterday and it stuck on the Landing page of the map.

I get the "start", i'M able to click on it, no error in the log, but i'm stuck on the launching page.

I can hit "escape" that brings me the game menu, but when I exit this game menu, my game is in "pause" and I can't "unpause" it.

If I remove contactor mod, it works perfect.

So the first time I open the game with this new version = working
Second time = not working.
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
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yumi
Posts: 243
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Re: ContractorMod

Post by yumi »

Hello,
Thanks Miketeg for the feedback.
I saw and fixed an issue for new savegame following my last changes, but I missed this one since I didn't really played with it but only made some tests.
I'll check and see if I can reproduce and how to fix.
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
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yumi
Posts: 243
Joined: Sun Jun 19, 2016 5:48 pm
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Re: ContractorMod

Post by yumi »

Error should be fixed now
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
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Miketeg
Posts: 943
Joined: Tue Nov 01, 2016 1:06 pm

Re: ContractorMod

Post by Miketeg »

yumi wrote: Fri Oct 28, 2022 8:20 pm Error should be fixed now
Awesome! Will test it out! Thanks again.
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
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Miketeg
Posts: 943
Joined: Tue Nov 01, 2016 1:06 pm

Re: ContractorMod

Post by Miketeg »

Hello Yumi, now the loading bug is gone...but the first and the last caracter start to be dressed the same again. Looks like it resets.
Has been dairy farmer - From Quebec, Canada
French is my first language, please excuse my English :-)
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yumi
Posts: 243
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Re: ContractorMod

Post by yumi »

Hello
Thanks for the feedback. Actually i can see that it's a reg from update 1.8.1 of the game :confusednew: .
I need to test again and find a fix
moreRealistic fan !
FS19 "mr" on Old Farm Coutryside and Champs de France.
Give a try to ContractorMod!
Contractor Mod Beta version for FS22
All released mods source code is on Github
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sefilho
Posts: 12
Joined: Thu Oct 20, 2016 5:37 pm

Re: ContractorMod

Post by sefilho »

Hello Yumi, what am I doing wrong that your mod does not appear in the list to activate before entering my map?

I downloaded the zip here:
https://github.com/yumi-modding/FS22_ContractorMod
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