TrainSim-Matt since the 4.23 mods won't work anymore with 4.26 I was wondering should we manually remove them and possibly engine.ini changes before the core update comes out or will that update safely obliterate them by itself? If we should remove them, is there an indication of when we should do that? If we do need to remove the mods ourselves it might be good to mention it in the roadmap and roadmap stream for the core update to avoid unnecessary support calls. Paul
I copied across my 4.23 mods before launching Epic 4.26 for the 1st time....basically the mods fail to load with an error but the game runs as normal and the mods remain in the folder as normal. You will get the error every time you launch if they are present, so you can move them out or delete them if you wish..it won't make any difference. Once you get 4.26 mods just put them in the same dir and they will presumably load fine As for engine.ini it doesnt get affected, it will apply the same settings when you launch 4.26
My plan is to: - Move mods to a safe location - Move user profile to a safe location - Move engine.ini to a safe location - Delete the game completely on 17/18.8.2021 - Install it new on 19.8.2021 - add save game - run the game (see how it perfoms) - tweak engine.ini again - add mods (or wait for them to be updated to 4.26)
I 4.26 engine.ini [SystemSettings] r.ViewDistanceScale=1 r.StaticMeshLODDistanceScale=0.25 foliage.LODDistanceScale=5 foliage.DensityScale=1.0 grass.densityScale=1.0 r.SkeletalMeshLODBias=-5 r.MaterialQualityLevel=0 r.EyeAdaptationQuality=1 r.HighQualityLightMaps=1 r.PostProcessAAQuality=6 r.MaxAnisotropy=16 r.LandscapeLOD0DistributionScale=4 r.MotionBlurQuality=0 r.DefaultFeature.MotionBlur=0 r.DepthOfFieldQuality=0 r.TemporalAACatmullRom=1 r.TemporalAASharpness=1.0 r.TemporalAASamples=64 r.TemporalAAFilterSize=1.0 r.TemporalAAPauseCorrect=1 r.SceneColorFringe.Max=0 r.SceneColorFringeQuality=0 r.Tonemapper.Quality=0 r.ToneMapper.Sharpen=1 r.Shadow.DistanceScale=2.0 r.Shadow.TransitionScale=2 r.Shadow.CSM.TransitionScale=2 r.Streaming.FullyLoadUsedTextures=1 r.Streaming.HLODStrategy=2 r.Streaming.UseFixedPoolSize=1 r.Streaming.PoolSize=0 r.Streaming.FramesForFullUpdate=0 r.SSR.Quality=2 r.BloomQuality=3 r.Color.Max=1.0 r.Color.Mid=0.5 r.Color.Min=0 r.SkylightIntensityMultiplier=0.5 s.ForceGCAfterLevelStreamedOut=0 s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 gc.TimeBetweenPurgingPendingKillObjects=600 gc.LowMemory.TimeBetweenPurgingPendingKillObjects=600 gc.LowMemory.TimeBetweenPurgingPendingLevels=0 s.UnregisterComponentsTimeLimit=1 s.LevelStreamingComponentsUnregistrationGranularity=100 s.LevelStreamingActorsUpdateTimeLimit=1 s.PriorityLevelStreamingActorsUpdateExtraTime=1 s.LevelStreamingComponentsRegistrationGranularity=100 r.Streaming.NumStaticComponentsProcessedPerFrame=100 s.AsyncLoadingTimeLimit=1 s.PriorityAsyncLoadingExtraTime=0 r.DynamicRes.FrameTimeBudget=0
Does anyone know what the exact version number of the new release will be? Is it a derivative of 4.26 or just 4.26 itself?
The bolded steps are completely unnecessary. It's your game and you can do as you please of course...but you are needlessly downloading extra data. Also the last step is mandatory (the waiting part; not the adding)....adding your 4.23 mods are guaranteed not to work, you WILL have to wait for the authors to update them to 4.26 Once your game is updated to 4.26 you may as well delete all your 4.23 mods, they won't work. I tested around 30 of my 4.23 mods and none of them worked on 4.26. Just dump their filenames to a txt file so you know which ones to go searching for to get updates
Version of Unreal. So it’s 100% 4.26.0? Because Epic are on 4.26.2 at the minute. I don’t know if it matters for mods, but I’d rather convert them to the exact engine number the game is on as it really is an absolute pain to do. I don’t want to have to do it twice!
I would wait and see unless DTG want to tell you, but I would guess it would be the same as the Epic version?
I'm kind of hoping TSW2 Mod Manager will just update the ones I like when (if) the authors update them. In the mean time I will leave them all deactivated (which holds them in another folder).
ToolkitForTSW has a mod manager, but it does not support automatic downloading and installing them. I guess this would be very hard. It is not so hard, there are one or two sites that you need to consult to find all mods. I do not intend to to add a field for the unreal engine version to the Mod Manager, I think this is a bit pointless, because it is a one time action and the best solution is to throw them all in the bin (I may support that).I would like to support updates for exisiting mods, but not sure if I can do that. I am now testing the ToolkitForTSW Rush Hour update, which still needs some more time, but hopefully it will be available before the 17th of this month.
This one https://mods.trainsimcommunity.com/...d-2/c75-utilities/i1093-tsw-2-mod-manager-202 supports searching, automatic downloads and installation then activation/deactivation. Its database doesn't include everything, but if you manually import a mod it doesn't know about it then it will manage it and remember it. Paul
The game reports itself as 4.26.1 however that's not really a particularly useful bit of data since we have brought other fixes in from different patches of UE4 and made an absolute mass of changes to UE4 ourselves before you even consider the bits that make it a Train Sim. So if you really want a number, call it 4.26.1 - but it's more "4.26.1+++" As another example - when we did 4.16 for GWE, it ended up being all of 4.16, all of its patches, large chunks of the unreleased (at that point) 4.17, and a few hairy fixes from the unannounced 4.18 in order to make it all work. It still just declared itself as 4.16.4 or whatever it was though
Funny you would write that just today I'm the developer of the Mod Manager and I published an update this evening that prepares everything for Rush Hour. There now is an update function (you still have to download the mods manually like with the mods database) and the Mod Manager tells you when your mods aren't compatible with the newest game version anymore. Of course this only works with mods that are in the database.
You mate are awesome, thank you for everything you do. TSW2 Mod Manager makes it so much easier - I will go and update . Paul
I note the above settings have an extra few lines added to your original post *see below). I added them to my settings (which are the same as your original post) but notice no improvement in what I see, but do notice a slight drop in fps. Without going into specific details, could you please explain what the following lines are supposed to do? s.ForceGCAfterLevelStreamedOut=0 s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0 gc.TimeBetweenPurgingPendingKillObjects=600 gc.LowMemory.TimeBetweenPurgingPendingKillObjects=600 gc.LowMemory.TimeBetweenPurgingPendingLevels=0 s.UnregisterComponentsTimeLimit=1 s.LevelStreamingComponentsUnregistrationGranularity=100 s.LevelStreamingActorsUpdateTimeLimit=1 s.PriorityLevelStreamingActorsUpdateExtraTime=1 s.LevelStreamingComponentsRegistrationGranularity=100 r.Streaming.NumStaticComponentsProcessedPerFrame=100 s.AsyncLoadingTimeLimit=1 s.PriorityAsyncLoadingExtraTime=0 r.DynamicRes.FrameTimeBudget=0
Your Mod Manager is extraordinary! Many thanks for developing it. It found 3 incompatible mods, one of which has yet to be updated (EastCoastway.pak). None of these had caused any kind of an error message, by the way, so I don't know what that's all about.
Those are in there to eliminate or at least significantly reduce stutter/hangs created by tile loading. No effect on "graphics"