Thanks. My scenario manifest appears the same as yours. I’m using the Great Western Express route so don’t need a route content manifest. Would you be willing to share your scenario definition too? I’m wondering if that might be where I have issues.
Thank you. I can’t see anything different to mine from memory but will take a look tomorrow. Appreciate the support!
So there isnt any such thing as a route content manifest. Its simply content manifest and you require them in all situations and within it you define the specific stuff so your case the scenario definitions. Without a content manifest in your plugin game prob wont know to load your scenario stuff in menu.
I keep getting a call stack error and the cook fails. I don't know what else to do. -_- It's just a repaint, what's so hard to cook about that?
Yup, was more referring to the setup where they have a route plugin and a gameplay plugin with 2 independent manifests. Anyway, I can see nothing wrong with my manifest so I’m at a loss.
Important: Remove all mods from the DLC folder before cooking the mod, or you will get a fatal error.
dtg_will Now it Cooks but i dont get the .PAK file. do i have to do somthing else or create an folder? Even Rebuild Mod Package open and close after one second.
Important: I found the problem. Make sure there are no spaces in the name of any of the folders containing your Unreal Engine. Otherwise, your mod won't be cooked correctly and won't be packaged into a .PAK file.
Structurally everything has to be a single word like SYDoncasterSheffield or SY_DoncasterSheffield and avoiding spaced folder names too.
That's great when the editor is installed by default in (...)/Program*space*files/Epic*space*Games/(...)
It dont can be: J:Epic lib\TrainSimWorldPCEditor\TS2Prototype\Saved\ModStaging It need to be: J:Epiclib\TrainSimWorldPCEditor\TS2Prototype\Saved\ModStaging I cant change it that easy, because i have all Unreal versions in this folder. I have to create a folder like "UnrealTSW" to reinstall the editor. I cant remove TheBusModeditor and the other UEs from "Epic lib" or my Project have issues again.
This seems to be the issue most of us who get pak files out of it are facing. But no clue as to cause and seemingly DTG have gone quiet again.
Guess there are no Updates on .pak files not showing up in game? I have gone through the joyful but also paintful process of learning how to create a timetable for TSW. I have done that out of frustration about the Stuttgart-Heilbronn route and decided to make it more enjoyable. Now i know what to do but i it just wont work.
I think Trainsimsz need to update his TSW Cooking mod for TSW6 as long as the Modmanager is not working corectly.
I notice the walk to objectives and sit in seat objectives don't show up in TSW6 after cooking and packing.
the PC editor seems to be crashing on start-up since Friday, has there been an update pushed out that's causing this ?
This worked!!!! Finally!!!! So, I moved my plugin into the DLC folder for my editor e.g. TrainSimWorldPCEditor\TS2Prototype\Plugins\DLC\GWEScenarioPackJTT Then, I ensured my "TrainSimWorldPCEditor\TS2Prototype\Plugins\DLC\GWEScenarioPackJTT\Saved" folder was empty as it seems to be unable to delete these contents itself when re-cooking. Finally, I went into the mod manager, removed the Plugin from it and re-added it. I saved, then proceeded to cook. I chucked the successfully cooked pak into my "C:\Users\username\Documents\My Games\TrainSimWorld6\Saved\UserContent" folder (username would be your Windows username). Booted up the game and finally it appeared!
I had a new one come up, with it erroring after one cook. When I tried to cook again, I got two errors related to Bookmarks and Graph Editor Quick Jumps. Below is the way to fix this, and if you get these errors, you may need to do this after every cook: Close the editor Load EditorPerProjectUserSettings.ini from your \TrainSimWorldPCEditor\TS2Prototype\Saved\Config\Windows using Notepad++ (or similar, try not to use a generic notepad program.) Find: [/Script/BlueprintGraph.BlueprintEditorSettings] DELETE: Bookmarks=((00000000000000000000000000000000, ())) GraphEditorQuickJumps=((0, ())) Save the file Reopen the editor and try cooking again. This should fix cooking issues related to bookmarks and quick-jump errors caused by the graph. (This issue may have arisen because I am using child blueprints, though I'm not sure.)
DTG Alex Can someone from DTG please do an Offical Tutorial for "How to Create and cook a Servicemode Timetable" Please? All i do get me not a working Servicemode Timetable. And what else need to be in the mod for the Timetable to work. I can create and Simulate the Timetable but the game dont recognise it.
Ok lets go over basics, Does the timetable work in the editor ??????? Timetable > Set As PIE timetable Play buttton > Set Spawn location as "current camera location" Play and check the all your services spawn **Before pressing play set time and date**** CMD: ts2.dbg.setlocaldatetime 2003.09.01-07.28.00 change date to mate your timetable ts2.dbg.ForceTimetableStartWithIncompleteData 1 Press play when the game is playing type DisableAllScreenMessages to get rid of all the message overlays Does the simulation compile without any discrepancies? All trains ran 0 non-started 0 Still running if you have any of these showing higher than 0 then the timetable won't work ~Timings for example Train A booked arrival/ departure time is 12:00 and Actual time is 12:02 if you have any trains like this, the timetable won't work A good simulation looks like this: Of 160 total services... 160 services completed 0 services were still running 0 services had not started Saving Master data track ../../Plugins/xxxxxxxx also check these option are ticked : Good luck!
I have all of this 8 services completed 0 services were still running 0 services had not started What do you have else in your Mod(ContentManifest etc.) all what it need to configure the mod.
i'm getting output files in the Modstaging folder, but no .Pak file is created, the batch files when i click on them don't work, has anyone had this issue ?
Does anyone know were the cook script for mod manager is located, my script is saving the output file in the wrong place
Is anyone else having problems with Cooking since the recent Editor update ?. On 18th Jan I successfully cooked and packed my GWR steam loco (with a test Scenario) and it worked fine in game. Having updated the Editor and made some changes I have tried several times to Recook the mod. (including deleting everything related to cooking and creating the mod again.) First cook the pak. file is small (52K) and then after recooking using the bat file it is 249K The pak. file is recognised in game and I can create a "Off the Rails" test scenario using the Scenario Planner but it fails every time with a "Service Failure" message after 3 minutes. The "old" pak file still works fine so it is not a change in the game itself. If nobody else is having this issue it must be a problem with changes I have made to the content files. Sorry to repeat myself (from my loco thread) but I realised this is the correct thread for Mod manager/Cooking issues so I thought I should mention it here.
Thank you for your reply. Firstly I have cleared the Mod Staging folder and the Saved folder for my plug in. (I have previously deleted the mod itself and remade it but not on this occasion) First screen shot shows the cooking and paking completed. Screenshot 2 shows the Mod Staging folder after this cooking process. Note the file size of the pak. file. Screenshot 3 shows the Mod staging folder after running "Recook and Repackage ..... bat file. The file size is now about 6 times larger. I will copy this pak file into the game and then run the test scenario made in the Scenario Planner. I will try to capture a screen shot of the moment of failure and post it later today. I should point out that I am copying the pak. file directly into the DLC folder in the game. I know this is not the recommended method but it was working perfectly when I used this method several times up to 18th Jan. Having modified some of the files in the Plugin I can no longer cook a pak . file which works in the game. This may be due to an error in the Plugin but I have not seen this "two stage" packing issue before and now it happens every time. Thank you for trying to help.
It's possible pack a route without timetable and any kind of scenarios and play it only with the free roam? I have to test in game the route before add anything about the gameplay just to see how my terrain materials work in every condition (as rain and snow)
As promised earlier I have copied the pak. file into the game, started the scenario (one of my own included in the pak file) and taken screenshot of the failure point. As you will see the loco is travelling at 22 mph (within speed limit) through open countryside and all signals are clear. Elapsed time is 2 mins 57 seconds. I have just spotted another clue in the photo - the distance to Minehead is reading 0 yds whereas it was 1.1 miles when I left Dunster Perhaps the simulation lost sight of the destination and is giving me a fail message because I have passed the station. I will have to try running it again and keep a close eye on the distance reading.
UPDATE Thank you classthrash for requesting a screenshot otherwise I wouldn't have spotted that. Checked again and it seems that everything is going fine and then suddenly the Objective Manager forgets where Minehead is and fails the Scenario for passing through the station. This composite photo shows the HUD nine seconds before the failure (Left Hand side) and at the point of failure (Right hand side) - the distance to the objective and the progress bar have gone. At least I now know where to look for the answer. As the problem also occurs on scenarios made with the in-game Scenario Planner there may be an error with the route itself or the setup of my loco with ref to West Somerset. I will try a Scenario Planner test at the other end of the route and then another route (Peak Forest) to see what happens then.
APOLOGIES I think my enthusiasm may have got the better of me. This occurs on other routes as well so I guess the Scenario Failure could be occurring first and then the distance to the destination is deleted as a consequence - not the other way round. The speed at which the failure occurs may have misled me.
I tried cooking my route (even tough it's not really ready) and it failed due to 1000 errors a lot of which were long file names. The Mod Manager won't work if the full path file name (starting at the Hard drive and including every folder) is more than 256 characters. The contributor "rob#3036" who is making the Talyllyn Railway did manage to get his route into the game in Sandbox mode and made a tutorial (pdf.file) about how he set up the route for cooking.. Also "greggryan2" has released a beta version of his Severn Valley Route so it must be possible to cook and pack a route. My own route is a bit of a mess (lots of test assets and so on) and needs tidying up before I will be able to cook it.