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Re: ContractorMod

Posted: Mon Jun 07, 2021 5:11 pm
by greyteam2552
I have found an issue, not a huge one and I'm not sure if it is with this mod or with auto drive. With contractor mod on, you can't get the mouse button to come on. I'm guessing it has something to do with the fact that on auto drive, they basically use a hired driver. Didnt know if anyone else has had this issue and if they found a fix. I'd rather keep the contractor mod and use course play but auto drive does help stream line workers going around the map

Re: ContractorMod

Posted: Mon Jun 07, 2021 8:52 pm
by yumi
greyteam2552 wrote: Mon Jun 07, 2021 5:11 pm I have found an issue, not a huge one and I'm not sure if it is with this mod or with auto drive. With contractor mod on, you can't get the mouse button to come on. I'm guessing it has something to do with the fact that on auto drive, they basically use a hired driver. Didnt know if anyone else has had this issue and if they found a fix. I'd rather keep the contractor mod and use course play but auto drive does help stream line workers going around the map
Hello
Could you please share your log, there is maybe an error message that could help.I personally don't use auto drive, only course play.
Yumi

Re: ContractorMod

Posted: Mon Jun 07, 2021 9:45 pm
by greyteam2552
yumi wrote: Mon Jun 07, 2021 8:52 pm
greyteam2552 wrote: Mon Jun 07, 2021 5:11 pm I have found an issue, not a huge one and I'm not sure if it is with this mod or with auto drive. With contractor mod on, you can't get the mouse button to come on. I'm guessing it has something to do with the fact that on auto drive, they basically use a hired driver. Didnt know if anyone else has had this issue and if they found a fix. I'd rather keep the contractor mod and use course play but auto drive does help stream line workers going around the map
Hello
Could you please share your log, there is maybe an error message that could help.I personally don't use auto drive, only course play.
Yumi


Where in the log might it show

Re: ContractorMod

Posted: Mon Jun 07, 2021 9:57 pm
by DEERE317
greyteam2552 wrote: Mon Jun 07, 2021 9:45 pm
yumi wrote: Mon Jun 07, 2021 8:52 pm
greyteam2552 wrote: Mon Jun 07, 2021 5:11 pm I have found an issue, not a huge one and I'm not sure if it is with this mod or with auto drive. With contractor mod on, you can't get the mouse button to come on. I'm guessing it has something to do with the fact that on auto drive, they basically use a hired driver. Didnt know if anyone else has had this issue and if they found a fix. I'd rather keep the contractor mod and use course play but auto drive does help stream line workers going around the map
Hello
Could you please share your log, there is maybe an error message that could help.I personally don't use auto drive, only course play.
Yumi


Where in the log might it show
Just post all of it and they'll find it.

Re: ContractorMod

Posted: Fri Jun 11, 2021 3:13 am
by Buzz2112
My problem with the contractor mod was starting a new map, it would not let me move when starting a map. To cure this I have to disable the mod, load the map and make a save, back to the main screen and load the map again with the contractor mod enabled. Hope this helps and good luck.

Re: ContractorMod

Posted: Fri Jun 11, 2021 1:09 pm
by Drmattymd
Buzz2112 wrote: Fri Jun 11, 2021 3:13 am My problem with the contractor mod was starting a new map, it would not let me move when starting a map. To cure this I have to disable the mod, load the map and make a save, back to the main screen and load the map again with the contractor mod enabled. Hope this helps and good luck.
I had this problem also but dont remember if it was only with the contractor mod. The solution was simply in how you close out the starting dialogue boxes. If multiple, overlapping boxes pop up at the start of a new save you have to close the vanilla boxes before any mod boxes. At least that worked for me.

Re: ContractorMod

Posted: Sat Jun 12, 2021 7:27 pm
by ThatCanadianGuy
Buzz2112 wrote: Fri Jun 11, 2021 3:13 am My problem with the contractor mod was starting a new map, it would not let me move when starting a map. To cure this I have to disable the mod, load the map and make a save, back to the main screen and load the map again with the contractor mod enabled. Hope this helps and good luck.
I've had similar issues when starting a new map if I load Couresplay, Contractor, and Seasons all at once. Now I just load Seasons on the first start, save & close, then load CP and Contractor on the 2nd start.

Re: ContractorMod

Posted: Tue Nov 30, 2021 2:34 pm
by Miketeg
Hello Yumi,

Do you think this mod will make a return for FS22?

I know this will be a challenge with the character creation!

I really like this mods, this is one of the most immersive IMO.

Re: ContractorMod

Posted: Tue Nov 30, 2021 4:35 pm
by ChiefScotty420
I very much hope so - I never thought it would be when I first downloaded it for '17 way back when, but this is in my Top 5 list for mods.

Re: ContractorMod

Posted: Tue Nov 30, 2021 6:09 pm
by yumi
Hello

Thanks for your messages. I plan to convert the mod to FS22 but I've not started yet, i'm working on my other mods right now.
It might not be easy to convert this one, especially with character configuration. I hope i will find how to make it work well without too much manual file edition.

Re: ContractorMod

Posted: Mon Dec 27, 2021 11:41 pm
by bebop
Hi yumi hopefully you will find a way to make it work. One of my fav. mods because it makes FarmSim. more realistic. Since first release I never played without it
...thumbs up..

greetings from GE

Re: ContractorMod

Posted: Tue Dec 28, 2021 12:25 am
by humbe
Yeah.. I really liked the mod too. I could add realism by not using teleport but having multiple toons to switch among which can transport each other.

Re: ContractorMod

Posted: Tue Dec 28, 2021 1:04 am
by Drmattymd
yumi wrote: Tue Nov 30, 2021 6:09 pm Hello

Thanks for your messages. I plan to convert the mod to FS22 but I've not started yet, i'm working on my other mods right now.
It might not be easy to convert this one, especially with character configuration. I hope i will find how to make it work well without too much manual file edition.
Character configuration might be easier than you think. You can enter the wardrobe at any time to change clothes so theoretically as long as your mod allows the new characters to also access the wardrobe then configuration would be much simpler than in 19. With 19 I had a lot of trial and error trying to figure out which #s were which setting

Re: ContractorMod

Posted: Tue Dec 28, 2021 2:28 am
by yumi
Hello,

Yes I saw this but I still have trouble to make the mod work with minimum functionality. I don't have time right now to work on it but it will be my next project. Thx for the info

Re: ContractorMod

Posted: Sat Jan 08, 2022 2:35 pm
by Andreas Albrecht
Take your time. I am really looking forward to your mod. Like to have my little family around me :smileynew: