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Re: ContractorMod

Posted: Wed May 20, 2020 8:48 pm
by yumi
Yes I know this issue but don't understand when it occurs and when it does not.
If someone can identify a scenario ideally on base game map where it's 100% reproducible it could help.

Re: ContractorMod

Posted: Wed May 20, 2020 9:50 pm
by humbe
I use 99 mods in that game, and the game log is far from clean, so not a good basis to start with. I'll let you know if I end up reproducing in a simpler scenario

Re: ContractorMod

Posted: Wed May 20, 2020 10:33 pm
by kwguk
Is it possible to introduce this mod into a saved game?

Ive tried it and then tried editing the xml file but i always seem to end up with the same four characters

Re: ContractorMod

Posted: Wed May 20, 2020 10:42 pm
by humbe
Yes.. I introduced it in the middle of the game.. And edited xml files after save to alter appearances..

Re: ContractorMod

Posted: Wed May 20, 2020 10:50 pm
by kwguk
Thanks for that

what do you do with your worlkers when they aint working?

keep them in a shed?

Re: ContractorMod

Posted: Wed May 20, 2020 11:26 pm
by humbe
Using contractor mod disables tab switching vehicles.. So I might have them sitting in vehicles so I can switch between vehicles, or I might have them next to a pen I need to do daily stuff, like for instance riding, cleaning (broom) or similar.. Or they can just be standing in farmhouse or outside discussing stuff while the rest of us are doing all the work..

Or just standing in a field to measure moisture values as time pass for that matter.

My contractors represent my family.. Would be cool if inactive contractors was sitting in farmhouse playing cards or something :D

Negated my use of the vehicle explorer mod too.. I no longer needed to park vehicles so they got off the tab switch. I can park my family members in the vehicles I'm actively using, and the rest will not be used until I switch.

Re: ContractorMod

Posted: Thu May 21, 2020 1:56 am
by Dairydeere
Anyone willing to give me a crash course on how to use this mod?

Re: ContractorMod

Posted: Thu May 21, 2020 7:14 am
by humbe
And indexes for character looks is pretry much the order you can pick them when making character for new game.. And theres another thread about how to add passenger seats to vehicles which youll likely need if you use vehicle mods

Re: ContractorMod

Posted: Thu May 21, 2020 3:42 pm
by kwguk
If i have four workers via this mod can i still hire extra workers if i needed them?

Re: ContractorMod

Posted: Thu May 21, 2020 4:23 pm
by humbe
Not sure. You can have up to 8 contractor characters though..

Re: ContractorMod

Posted: Thu May 21, 2020 4:26 pm
by yumi
kwguk wrote: Thu May 21, 2020 3:42 pm If i have four workers via this mod can i still hire extra workers if i needed them?
Nope, you will only be able to have 4 workers at the same time or 3 workers + you driving a vehicle
A worker (in the meaning of the game by using H key or courseplay for ex) is always one of the 4 characters of ContractorMod.
If you like you can define from 2 to 8 characters in the config file.

Re: ContractorMod

Posted: Thu May 21, 2020 4:33 pm
by Miketeg
I'm unable to add a worker in a current savegame.
I edited the file in the savegame folder + adjusted 4 to 5
But this new worker doesn't appear in my game.

If I start a new game with the same file, they are 5.

Looks like we can't edit number of worker in a game that we started with less workers.

Re: ContractorMod

Posted: Thu May 21, 2020 5:01 pm
by yumi
Miketeg wrote: Thu May 21, 2020 4:33 pm I'm unable to add a worker in a current savegame.
I edited the file in the savegame folder + adjusted 4 to 5
But this new worker doesn't appear in my game.

If I start a new game with the same file, they are 5.

Looks like we can't edit number of worker in a game that we started with less workers.
Have you tried to edit the number of characters in the savegame ContractorMod.xml file + add a new line for your 5th worker by copying the 4th one and changing its name and position. I think it should work.

Re: ContractorMod

Posted: Thu May 21, 2020 6:12 pm
by humbe
Have you checked the game log.. Might be a relevant error there..

Re: ContractorMod

Posted: Thu May 21, 2020 7:01 pm
by Miketeg
yumi wrote: Thu May 21, 2020 5:01 pm
Miketeg wrote: Thu May 21, 2020 4:33 pm I'm unable to add a worker in a current savegame.
I edited the file in the savegame folder + adjusted 4 to 5
But this new worker doesn't appear in my game.

If I start a new game with the same file, they are 5.

Looks like we can't edit number of worker in a game that we started with less workers.
Have you tried to edit the number of characters in the savegame ContractorMod.xml file + add a new line for your 5th worker by copying the 4th one and changing its name and position. I think it should work.
Yep I did, maybe a mod conflict somewhere.