[FS19] Giants Mods this week

livesea72
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Re: [FS19] Giants Mods this week

Post by livesea72 »

We got the disable camera collision mod THANK YOU GIANTS *thumbsup*
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Guil
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Re: [FS19] Giants Mods this week

Post by Guil »

Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
Near the end of the list I'd imagine. Seemingly he uploaded it and then pulled it out to make changes and then uploaded again.
eric21
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Re: [FS19] Giants Mods this week

Post by eric21 »

No he submitted it but there's a huge wait
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Colin_TJ
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Re: [FS19] Giants Mods this week

Post by Colin_TJ »

Its cool. 150 left to de tested. And it was 201 like few days ago. Going well lol
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eric21
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Re: [FS19] Giants Mods this week

Post by eric21 »

Don't forget some of them have to be 're submitted
livesea72
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Re: [FS19] Giants Mods this week

Post by livesea72 »

The trailer farmhouse fits ravenport map theme. too bad it 74 slots.
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Husqvarna TS 352
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Re: [FS19] Giants Mods this week

Post by Husqvarna TS 352 »

I've never really had slot issues, always like to keep my farm small *thumbsup*
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Gwilson0710
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Re: [FS19] Giants Mods this week

Post by Gwilson0710 »

It sure would be nice for a tree mod for console
Preble 818
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Re: [FS19] Giants Mods this week

Post by Preble 818 »

Gwilson0710 wrote: Sat Jan 12, 2019 4:53 am It sure would be nice for a tree mod for console
Well you have a Christmas tree. I mean I'm sure that's not what you had in mind but still lol. Kind of stinks cause I'm sure dog face submitted that a while before Christmas but I guess that's the breaks. At any rate it is a tree.
Playing on PS5 in Ohio, USA.
Gwilson0710
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Re: [FS19] Giants Mods this week

Post by Gwilson0710 »

Tried that and all it did was crash the game I just want different types of trees not the same
blackiecat
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Re: [FS19] Giants Mods this week

Post by blackiecat »

Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
Try the Rehweiler map fs19 it looks like a UK map but its German needs some placeables should keep you interested till the UK maps come out
eric21
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Re: [FS19] Giants Mods this week

Post by eric21 »

I think Colin plays on console
Hillr
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Re: [FS19] Giants Mods this week

Post by Hillr »

I have a quick question, if a modder makes a mod that giants doesnt have the licensing for, does that restrict the mod from going on modhub?
sootysax
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Re: [FS19] Giants Mods this week

Post by sootysax »

Colin_TJ wrote: Fri Jan 11, 2019 1:02 am Any news where oxygendavid maps in in pipe line how many mods before it? Can't play game till it gets here as its waist of time and effort to start over once it hits modhub... 😂
More likely than not, oxygendavid's map may be rejected by GIANTS and need to be revised and resubmitted.. there are plenty of maps available to have fun with in the meantime.
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don_apple
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Re: [FS19] Giants Mods this week

Post by don_apple »

Hillr wrote: Sat Jan 12, 2019 3:49 pm I have a quick question, if a modder makes a mod that giants doesnt have the licensing for, does that restrict the mod from going on modhub?
It depends on if the mod is also supposed to be made3 available on consoles or not.

If the mod will be only available for the Windows/macOS versions of the game it can be made available via the modhub. But it won't show up on the modhub on the console versions.

For example even though Giants doesn't have a license agreement with Claas there were some mods of Claas equipment available on the modhub for the windows/macOS versions (see https://www.farming-simulator.com/mod.p ... tle=fs2017 for an example)
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