Jump to content

-HELP- Breakdown YOSE trailer ICON disappeared


Richi16

Recommended Posts

Hello,

I-m on level 4 of breakdown DLC, I was about to finish this level but wanted to test some mods before, and my surprise was that after test some of it (dont sure which one) the icon of the trailer disappeared completly repeaired and ready to go .. I removed the game completly and only saved USER folder and the downloaded again, and didnt fixed the problem... any idea of how fix that?

thanks and have a good day

Link to comment
Share on other sites

My guess is that you used a mod that was designed for Story mode causing the RV to be lost.

If you go to <your SOD directory>\game\libs\class3.1\rts folder and check whether there is a facilities.win.bmd file. (If there is a .xml file I'd hang onto it as it may help fix the problem later.) If you do have the .win.bmd file then delete or move it but only after checking in-game that no facilitiy actions are in progress.

Once deleted or moved try the game again for at least 5 minutes to see if the find RV mission comes up again or the RV has reappeared in your base.

 

If that doesn't work you'll need to start a new game or find a way to bypass the bool check for the RV.

Link to comment
Share on other sites

My guess is that you used a mod that was designed for Story mode causing the RV to be lost.

If you go to <your SOD directory>\game\libs\class3.1\rts folder and check whether there is a facilities.win.bmd file. (If there is a .xml file I'd hang onto it as it may help fix the problem later.) If you do have the .win.bmd file then delete or move it but only after checking in-game that no facilitiy actions are in progress.

Once deleted or moved try the game again for at least 5 minutes to see if the find RV mission comes up again or the RV has reappeared in your base.

 

If that doesn't work you'll need to start a new game or find a way to bypass the bool check for the RV.

Nothing worked, its not a big issue as I can start again from lvl 4, I have a doubt, i found many mods that would make better the game experience, but most of them are not compatible with the YOSE version, except cleo drops, and some new car skins there is something new? between the normal and yose version ? I have both DLC's in normal version, maybe its worth for me play with normal version if I want use mods ? and I dont know why your trade mod do not work for me, by your description I guess is like a new building ?
And one more question, there is a human way to combine mods that use same file? becouse I saw that there is many mods that are using facilites file.
Link to comment
Share on other sites

YOSE mods:

There are plenty of YOSE mods but I agree that the community was more active with the original. Whether you play YOSE or original is really down to you.

 

Trade Mod:

It may not work correctly with an existing save as most stuff in the RTS folder is baked into the save with a few exceptions. If you use it with an existing save the facilities would be read but not the rtsevents (which is the file that handles the random resource returns to the player).

It doesn't add a new building it adds an upgrade to the library. The reason for that is the library doesn't have any uses after and between researching. With the mod you can cycle back to the library to research something then after go back to using it for trading rather than deconstructing then reconstructing once another research project is available.

 

Combining mods:

It's a bit more complicated than just copy and pasting sections, but technically possible as long as the author included the source. As there is no plugin system for SOD modding all files contain the vanilla data as well so to effectively combine mods you'd to:

-use a text diff tool to compare both sources against the original source.

-compare both sources against each other

-manually pass changes to the file you intend to use

-make sure any changes required in other files are carried over

If it was two simple mods like 1 second build time and another with 1 building cost they'd be easy (but long) to combine. Some mods like Lone Wolf and QMJS would be difficult to combine as there are things reference in other files for each and you'd have to make sure all changes went through correctly or 1 or more would break.

Like I said above if you merged my trade mod with something else but didn't change the rtsevents file you would still be able to trigger the trade but would never recieve anything back and there would be no error messages. - as an example.

Link to comment
Share on other sites

YOSE mods:

There are plenty of YOSE mods but I agree that the community was more active with the original. Whether you play YOSE or original is really down to you.

 

Trade Mod:

It may not work correctly with an existing save as most stuff in the RTS folder is baked into the save with a few exceptions. If you use it with an existing save the facilities would be read but not the rtsevents (which is the file that handles the random resource returns to the player).

It doesn't add a new building it adds an upgrade to the library. The reason for that is the library doesn't have any uses after and between researching. With the mod you can cycle back to the library to research something then after go back to using it for trading rather than deconstructing then reconstructing once another research project is available.

 

Combining mods:

It's a bit more complicated than just copy and pasting sections, but technically possible as long as the author included the source. As there is no plugin system for SOD modding all files contain the vanilla data as well so to effectively combine mods you'd to:

-use a text diff tool to compare both sources against the original source.

-compare both sources against each other

-manually pass changes to the file you intend to use

-make sure any changes required in other files are carried over

If it was two simple mods like 1 second build time and another with 1 building cost they'd be easy (but long) to combine. Some mods like Lone Wolf and QMJS would be difficult to combine as there are things reference in other files for each and you'd have to make sure all changes went through correctly or 1 or more would break.

Like I said above if you merged my trade mod with something else but didn't change the rtsevents file you would still be able to trigger the trade but would never recieve anything back and there would be no error messages. - as an example.

I added you to steam, want to talk you something, accept me please!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...