Creation Sharing [editor Mod Download] Tsw 4 - Better Cooking Inside Editor And Easy Paking For Distribution V1.3

Discussion in 'PC Editor Discussion' started by trainsimcz, Jan 28, 2024.

  1. trainsimcz

    trainsimcz Well-Known Member

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    10.06.24 - TSW 4 Editor Tools update
    After couple of weeks working on new button for editor the final utility is out :) Now the editor plugin got all three options... create mod, cook mod and then Distribute (or i should call it release - maybe in next update :) .Anyway those 2 previous buttons are old and ported from unofficial editor because cooking there was much easier then using command. But for many users was paking the problem too. With version 1.2 i released EasyPaking utility which got couple times blocked by some panicking AV programs. And then another problem appear... long paths and some users got problem on W11. EasyPaking was done with C# and i decided to rewrote the whole utility so its working under UE4. So now the Distribute button is doing all that paking work.
    Let me explain it how is it working... when you click on Distribute button it will show you Window where you find 3 buttons
    - Add plugin will add there extra field where you can type name of your plugin and there is checkbox to tick if you will be paking your own original plugin (not ones from the game) - when you type plugin name you need to press ENTER, same goes for that checkbox - you click there and then press ENTER (probably 2 times so you have it checked). If you are paking game existing plugin then you dont check that box.
    - if you will want to add more plugins into the pak then you can add another plugin... Its just better to release one plugin in one pak but you can try more (not tested for proper working in game)
    -When you are done then you click on that Distribute button inside that Window. It will do all the work for you and in the end you will just got message where is your pak saved. Utility is generating all needed files like .dlc, .uplugin, .upluginmanifest.

    So here is the great tool for download: http://www.trainsim.cz/?mod=article&showid=2783
    There is 2 files... if you own previous version then you can just download TSW4_Editor_tools_1.3.zip. If you would like to download the whole pack then this file is for you: TSW4_Cooking_and_EditorTools_1.3.zip



    Update - TSW 4 easy paking

    I created small utility which will do all job for you... it just require editing config.txt file and entering proper path to editor folder (there is example in readme.first file).

    You can download it here: http://www.trainsim.cz/?mod=article&showid=2735

    Note that if you are going to download modification for cooking, it include easy paking utility too. You dont have to download it standalone. If you already downloaded mod for editor earlier, then this version probably dont include easy paking utility. You dont have to download the whole pack again but you can just that easy paking utility standalone.

    Update:

    If you downloaded the file 28th of January till 4PM CET then you better re-download the file because i left hard coded name there and it dont cook other plugins. Now it is fixed.

    -----------------
    Hello everybody :) After creating all those good mods for TSW (since TSW 2020) i decided to even start modding official tools because they are missing some stuff and with DTG speed it takes them forever to make them better. A lot of you is missing cooking in the editor. In Unofficial Editor we created button Cook mod where you were able to choose which plugin you want to cook. I missed that function in Official Editor so i was exploring a lot until i find out how can i add that function into the Official Editor.



    So here is my first modification for Official Editor which is adding that Cook mod feature which will make cooking for you guys much easier as you can cook from the editor and its much faster then cooking outside of the editor.

    You can download it here: http://www.trainsim.cz/?mod=article&showid=2733
     
    Last edited: Jun 10, 2024
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  2. Myron

    Myron Well-Known Member

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    very cool and extremely helpful, especially for all those people waiting to publish their already finished up mods! is it also somehow-y possible fixing the issue where some assets disappear when restarting the editor? they're basically still there but don't show up. thanks again! have a great chuffin' day!
     
  3. trainsimcz

    trainsimcz Well-Known Member

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    Update:
    If you downloaded the file 28th of January till 4PM CET then you better re-download the file because i left hard coded name there and it dont cook other plugins. Now it is fixed.

    You can redownload it here: http://www.trainsim.cz/?mod=article&showid=2733
     
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  4. spikeyorks

    spikeyorks Well-Known Member

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    Hi There,

    Does this mean that we can now cook and distribute scenarios to other players?

    If so then are there any instructions anywhere or do you need to be well-versed with the Unofficial Editor? (I could never fathom out how to get my .pak files to work so, hopefully, I will have more success with this new tool).

    Thanks. David.
     
  5. trainsimcz

    trainsimcz Well-Known Member

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    Its the same like creating pak from unofficial editor. You cook, then you take your cooked content and copy them into the correct folder which you will use for creating pak. I created small utility which will do all job for you... it just require editing config.txt file and entering proper path to editor folder (there is example in readme.first file).

    You can download it here: http://www.trainsim.cz/?mod=article&showid=2735
     
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  6. Fawx

    Fawx Well-Known Member

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  7. trainsimcz

    trainsimcz Well-Known Member

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    Im trying to solve that problem, i already submit that file to the defender detection program. I can try use different program convert that script to executable file.
     
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  8. Fawx

    Fawx Well-Known Member

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    I'm not even sure how to allow the file lol, it just auto deletes it before I can even move it. So if a different program for the conversion would solve it, might be worth a look.
     
  9. trainsimcz

    trainsimcz Well-Known Member

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    I would like to inform you that utility is back... i completely rewrite it in different programming language. I hope that this time its not going to end up blocked :)
    You can download it here: http://www.trainsim.cz/?mod=article&showid=2735
     
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  10. spikeyorks

    spikeyorks Well-Known Member

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    Still coming up as a Trojan for me I'm afraid :(

    CreatePak.jpg
     
    Last edited: Jan 31, 2024
  11. Fawx

    Fawx Well-Known Member

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    Yeah it won't even let me download it off the website. Chrome is saying "Virus Detected" on it and cancels the download.
    upload_2024-1-31_9-44-14.png
     
  12. RobertSchulz

    RobertSchulz Well-Known Member

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    I can download it with Firefox. But once I unzip it, Windows Defender gives me this warning. I mean I could go ahead, but trainsimcz do you know why it actually is categorized as threat?

    Screenshot (9801).png
     
    Last edited: Jan 31, 2024
  13. trainsimcz

    trainsimcz Well-Known Member

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    Guys, its just false alarm for sure... dont know why is Microsoft Defender panicking. Non of the professional Antivirus programs detect it like that. I submit that file to Microsoft to update their defender database, its created in their Visual Studio with their compiler. It looks like most of the problems are from users with Win11.

    There is one report: https://virusscan.jotti.org/en-US/filescanjob/j4ap6anygo
    there is another report: https://www.virustotal.com/gui/file...048d7d09a9da967ca1a2719ab1b727c69f8?nocache=1

     
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  14. Fawx

    Fawx Well-Known Member

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    I'm sure it is a false alarm, never thought otherwise. I just physically can't even download it now, my browser auto cancels the download.
    Hopefully MS sort it out there end, as even Google are blocking it now.
     
  15. spikeyorks

    spikeyorks Well-Known Member

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    Same here. I never thought anything other than "false alarm" but I can't even start a download to investigate things further. Hope you are able to get something working as this mod will really be a game-changer. Good luck.
     
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  16. RobertSchulz

    RobertSchulz Well-Known Member

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    As I said above, you can download it with Firefox at least if you won't wait until Microsoft accepts it.

    If you urgently need this mod, I recommend anyone just install Firefox (if you're fine with that little hurdle) and download it through there.

    There might be other browsers to download it, too.

    It's just Edge and Chrome which seem to block the download.

    BTW: It's not a Windows 11 issue here. I'm using W10 and get the same problems with Windows Defender.
     
    Last edited: Jan 31, 2024
  17. trainsimcz

    trainsimcz Well-Known Member

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    Its not browsers problem, i got Chrome, Brave, Firefox and in all of them im able to download that file without any problems on different computers. But im not using crappy Defender, im using different AV software.

    Im doing last try, i password protected archive, here http://www.trainsim.cz/?mod=article&showid=2735
    There is two links, one is ZIP file which is not protected but defender dont like it, second file is RAR and next to it is wrote password of that file. I hope this way you will be able to download it.
     
  18. Fawx

    Fawx Well-Known Member

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    Nope, neither will download from me. Feel like your domains been tagged with those files now till its sorted out.
    Can still download your other files no problem, just neither of the ones off that page.
     
  19. trainsimcz

    trainsimcz Well-Known Member

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    Just for your information, i got report from Microsoft:
    [​IMG]
    So im not sure when they remove those blocations but file is clean.
     
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  20. spikeyorks

    spikeyorks Well-Known Member

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    Just reporting back that I can now download BOTH files with Defender. So "Well Done" you seem to have resolved the issue for us all. :)

    Just one simple question. When I start up the tool it asks me for my Plug-In name.
    At the moment I have a number of Plug-Ins (scenarios / routes / timetables) so do I just assign the tool to a different Plug-In each time I use it? (Apologies for what is probably a dopey question).
     
  21. trainsimcz

    trainsimcz Well-Known Member

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    It ask you for plugin name, it will get the plugin ready and then it will ask you if you want to add another plugin., there if you reply Y it will ask you for another plugin name.. you can add multiple plugins into your .pak. Just be sure that you answear right on question about if its your original plugin or if its game existing one. Because this question is important for part how is the needed files generated.
     
  22. josh_the_tech

    josh_the_tech Active Member

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    UPDATE: It appears the issue was assuming a path with spaces required double quotes around it. If you have spaces in the path name you don't need to surround it in double quotes.

    I've set the config.txt as described in the readme, run TSW4EasyPaking.exe and follow the on screen instructions, but then it just closes as soon as I put in the plugin name. I even copied it from the folder name to be sure it's 100% correct.

    Ignore the music on the example video, I was listening to the radio

    https://1drv.ms/v/s!AmrKm2xNl7fgkLBJD-Cc1WO6TWQKDw?e=fgkhdh
     
    Last edited: Feb 3, 2024
  23. josh_the_tech

    josh_the_tech Active Member

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    UPDATE1: I seem to have gotten it to attempt to cook but nothing gets cooked. Attached my logs for the most recent attempt.

    UPDATE2: Tried a fresh install of the editor, created brand new plugin using the Create Mod button, moved content over. Still having the same issue. No existing plugins, no mods on the game. Out of ideas. trainsimcz do you have any ideas on the cause?

    What I have discovered though is even though I followed the readme instructions to the letter, twice, when I cook mod, I get an immediate fail with the Output Log showing the below:

    Code:
    UATHelper: Cooking GWEScenarioPackJTT (Windows): ERROR: Missing E:\TSW PC Editor\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor-Cmd.exe executable. Needs to be built first.
    This file does exist, so now sure on how to proceed. I'd hope to avoid a fresh install of the editor.
     

    Attached Files:

    Last edited: Feb 4, 2024
  24. trainsimcz

    trainsimcz Well-Known Member

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    Just start editor whith that StartEditor.bat file which was included in my archive. If you are starting editor thru epic it is getting different path which is important for cooking and then its not working because the path doubled.
     
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  25. josh_the_tech

    josh_the_tech Active Member

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    That's what I've been doing and I get the results as seen in the attached logs so the cooking now begins but doesn't complete and I'm scratching my head as to why even with a fresh install of the editor, new mod creating and manually importing the files to start it again.
     
  26. trainsimcz

    trainsimcz Well-Known Member

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    From the log file i can see that editor is looking for plugin PNZ_BR_Class150, if you dont have this DLC try to create this plugin, you will probably see it in editor now because the editor keep creating it and removing it if you dont own it. Creating that plugin will fix your cooking issue.
     
  27. josh_the_tech

    josh_the_tech Active Member

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    Interesting as I don't have that DLC or the route. I've created the plugin and we seem to have a new error. I would assume making the plugin may help.

    Code:
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogThreadingWindows: Error: Runnable thread TaskGraphThreadHP 50 crashed.
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: begin: stack for UAT
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: === Critical error: ===
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error:
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: Fatal error: [File:F:/DEV/ND23-BuildPublicEditor-EpicRelease/Engine/Source/Runtime/CoreUObject/Private/Misc/PackageName.cpp] [Line: 558]
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: LongPackageNameToFilename failed to convert '/DSN_BR_Class37-5/View/Materials/M_MasterVehicle'. Path does not map to any roots.
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error:
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error:
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffbbf51567c KERNELBASE.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99b303f6 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99b33ab8 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa9984e72d TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffaa4421f09 TrainSimWorldPublicEditor-CoreUObject.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa9449b602 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa944853e4 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa9445980d TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa9441c078 TrainSimWorldPublicEditor-UnrealEd.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99607ba8 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99608dd0 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa9960ff05 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99b4bcbb TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffa99b44940 TrainSimWorldPublicEditor-Core.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffbc065257d KERNEL32.DLL!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: [Callstack] 0x00007ffbc202aa58 ntdll.dll!UnknownFunction []
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error:
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: Crash in runnable thread TaskGraphThreadHP 50
    UATHelper: Cooking GWEScenarioPackJTT (Windows):   LogWindows: Error: end: stack for UAT
    My question now is less "how do I fix it" but more, what could be causing the editor to think I have DLC I don't have? Could it be that I need to do a complete clean install of the game to get it to sort itself out?
     
  28. trainsimcz

    trainsimcz Well-Known Member

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    Thats not that the editor is thinking that you have that DLC. There was couple of plugins required for cooking because DTG messed up something. I dont include those plugins because i dont have that error as i own almost all DLCs. So i cant really find out which plugins are required. But if you keep adding plugins then it will solve your cooking problem. Maybe you can even type those plugins here and i can add them into the archive.
     
  29. josh_the_tech

    josh_the_tech Active Member

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    Thanks trainsimcz I'll keep working through them. My biggest challenge now is getting plugins creating that contain a - such as
    DSN_BR_Class37-5 because if you make the plugin through the standard Unreal plugins window, the - (hyphen) is an illegal character. I'll try with your Create Mod too first. I'll then collate a list of the plugins I had to go through. I'm going to assume it'll be all the DLC I don't have (so might be a while before I have a list), but I'll be sure to share them with you by the weekend.

    UPDATE
    Ok so it appears all I needed was:

    PNZ_BR_Class150
    DSN_BR_Class37-5

    UPDATE 2

    Cooking ended up resulting in no content being produced. Just a Metadata folder and AssetRegistry.bin file unfortunately. I'll go through the log and see if I can work out what's happened. Attached for reference.

    Silly question but do mods have to be removed during the cooking process too or only during the point of generating the AssetRegistry.bin?
     

    Attached Files:

    Last edited: Feb 6, 2024
  30. trainsimcz

    trainsimcz Well-Known Member

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    Only during that generation part because assets saved in generated AssetRegistry files are skipped and not cooked. Usually if there is new DLC and you own it then you will probably have some problems with cooking until you regenerate AssetRegistry again.
     
  31. deppalas

    deppalas Member

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    The cooking result message inside the editor will be shown as a success if there are no mods in the DLC folder of the game (and the cooking was a success, obviously), but that does not seem to have an impact on the files itself.

    I had the same issue with only the metadata being created but 'adding' those missing plugins fixed it. However, I didn't create them with the editor, I've just added the missing folder structure inside the editor's Plugins/DLC folder and the .uplugin file to describe it. Maybe that makes a difference?

    Your log didn't give me another clue, it pretty much looks like it worked.
     
  32. thegamerniklas428

    thegamerniklas428 New Member

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    Hey,
    so its really nice that there are now tools so you dont need to do it over six points... But unfortunately i have a Problem so i cant Cook mods. Everything it gives is following

    Code:
    UATHelper: Cooking TGN_Trainformations (Windows): Running AutomationTool...
    UATHelper: Cooking TGN_Trainformations (Windows): Es wurde versucht, eine Assembly von einer Netzwerkadresse zu laden, was in fr?heren Versionen von .NET Framework zum Ausf?hren der Assembly als Sandkastenassembly gef?hrt h?tte. In dieser Version von .NET Framework wird die CAS-Richtlinie standardm??ig nicht aktiviert, dieser Ladevorgang kann daher gef?hrlic
    h sein. Wenn Sie nicht beabsichtigen, durch diesen Ladevorgang eine Sandkastenassembly zu erstellen, aktivieren Sie den loadFromRemoteSources-Schalter. Weitere Informationen finden Sie unter "http://go.microsoft.com/fwlink/?LinkId=155569".
    UATHelper: Cooking TGN_Trainformations (Windows):    bei System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
    UATHelper: Cooking TGN_Trainformations (Windows):    bei System.Reflection.Assembly.LoadFile(String path)
    UATHelper: Cooking TGN_Trainformations (Windows):    bei AutomationToolLauncher.Launcher.Run(String[] Arguments)
    UATHelper: Cooking TGN_Trainformations (Windows): BUILD FAILED
    Did i do something wrong or is there something that i overlooked?
    thanks in advance
     
  33. josh_the_tech

    josh_the_tech Active Member

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    Could you share the contents of one of the .uplugin files you created so I can compare? Thanks!
     
  34. josh_the_tech

    josh_the_tech Active Member

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    I tried regenerating my AssetRegistry.bin with all my mods removed and plugins but nope still same issue now. It's cooking but not actually generating the content.
     
  35. CFTFC

    CFTFC Active Member

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    Try putting your plugin in the plugin folder (\TS2Prototype\Plugins) and not the DLC (\TS2Prototype\Plugins\DLC). I had the same issue as you with it in the DLC folder.
     
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  36. josh_the_tech

    josh_the_tech Active Member

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    Legend!!!! That worked, thank you very much!

    My plugins were in the Mods folder that is created by the "Create Mod" button. trainsimcz it appears cooking only works if the plugins are just in the plugins folder. Would it be possible to update your Create Mod button to use the plugins directory rather than a Mods directory?
     
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  37. deppalas

    deppalas Member

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    It's just this, names replaced accordingly:
    Code:
    {
        "FileVersion": 3,
        "Version": 1,
        "VersionName": "1.0",
        "FriendlyName": "SEH_NR_RHTT",
        "Description": "SEH_NR_RHTT",
        "Category": "Dovetail.Content",
        "CreatedBy": "Dovetail Games",
        "CreatedByURL": "http://www.dovetailgames.com",
        "DocsURL": "",
        "MarketplaceURL": "",
        "EnabledByDefault":true,
        "CanContainContent": true,
        "IsBetaVersion": false,
        "Installed": false,
        "LocalizationTargets": [
            {
                "Name": "SEH_NR_RHTT",
                "LoadingPolicy": "Always"
            }
        ]
    }
    Glad you figured it out, for now you can just create plugins the old school way via Edit/Plugins.. 'Content Only', so they're saved in the Plugins folder.
     
  38. trainsimcz

    trainsimcz Well-Known Member

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    So i fixed that Creat Mod button, now all created stuff is going into the Plugins. You can download the fix here: http://www.trainsim.cz/?mod=article&showid=2742.
    There is 2 files, one is fix ... thats for users who got already rest of the cooking patch installed, for new users there is complete pack which include even that fix + all required plugins for cooking and of course cooking patch.
     
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  39. The7Train

    The7Train Active Member

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    Can someone make a video tutorial on this? I'm still greatly confused on how to cook.
     
  40. matthewanthonygray

    matthewanthonygray Member

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    I’m getting the error <cannot load from remote sources> which seems to be a .net framework permission. Does anybody know which specific editor/cooking mod config file I need to change to allow the permissions?
     
  41. CFTFC

    CFTFC Active Member

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    I believe you are referring to the Automation Tool. If so, go to ..\TrainSimWorld4MOD\Engine\Binaries\DotNET and right click on AutomationTool.exe then select properties at the bottom. On the next screen at the bottom if it says Security: check the box Unblock then Okay. Next go to ..\TrainSimWorld4MOD\Engine\Binaries\DotNET\AutomationScripts do the same thing to AutomationScripts.Automation.dll and DLCBuilder.Automation.dll. Finally go to ..\TrainSimWorld4MOD\Engine\Binaries\DotNET\AutomationScripts\AllDesktop and same thing to AllDesktop.Automation.dll.
     
  42. matthewanthonygray

    matthewanthonygray Member

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    Thanks that sorted that error
    im now getting
    UATHelper: Cooking Mk3_Mod (Windows): Running AutomationTool...
    UATHelper: Cooking Mk3_Mod (Windows): Exception has been thrown by the target of an invocation.
    UATHelper: Cooking Mk3_Mod (Windows): at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
    UATHelper: Cooking Mk3_Mod (Windows): at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
    UATHelper: Cooking Mk3_Mod (Windows): at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
    UATHelper: Cooking Mk3_Mod (Windows): at AutomationToolLauncher.Launcher.Run(String[] Arguments)
    UATHelper: Cooking Mk3_Mod (Windows): BUILD FAILED
     
  43. CFTFC

    CFTFC Active Member

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    Glad that helped. Sorry no help on this one.
     
  44. MJCKP

    MJCKP Well-Known Member

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    If there are any mods in the TSW4 DLC folder try moving them out before cooking, I don't know if that is the reason though

    Edit: My editor wasn't cooking a few hours ago, uninstalling and reinstalling the editor and reapplying the cooking patch fixed it.
    Note: If you uninstall the editor make sure to copy any mods out of the editor folder first, because uninstalling the editor will delete everything inside the editor folder without asking for confirmation. Once you have applied the cooking patch, generated the asset registry, etc you can copy the mod back in.
     
    Last edited: Feb 15, 2024
  45. matthewanthonygray

    matthewanthonygray Member

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    Sorted it was an issue with a .net framework file permission from trying to sort the previous one. Successfully cooked and can get the rail vehicle in game but only with god mode and it’s messed up the official versions of the coach in free roam spawn menu now. I’m hoping it’s just some check boxes in the RVD asset giving it permissions that are overriding others. Do I need to make a formation in the plugin too to allow it to be selectable in game?
     
  46. MJCKP

    MJCKP Well-Known Member

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    I think a formation file allows it to be spawned in the free roam menu. Can't remember if any of the checkboxes need to be ticked

    If the original Mk3's have disappeared you might be able to get around it by including formations for the original Mk3's in the mod
     
    Last edited: Feb 15, 2024
  47. matthewanthonygray

    matthewanthonygray Member

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    Editors stopped cooking now, red error missing executive or something giving up for the night I think a reinstall might be in order for me too
     
  48. emil#3734

    emil#3734 Well-Known Member

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    Is that Create Mod Button intended not to work?
    "Failed to copy plugin icon from 'C:/Program Files/Epic Games/TrainSimWorld4MOD/TS2Prototype/Templates/BaseTemplate/Resources/Icon128.png' to 'C:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Mods\a\Resources/Icon128.png'"
    Thats what it says when clicking Create Mod
     
  49. matthewanthonygray

    matthewanthonygray Member

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    Have you copied all the files from the mod zip file? That png is a plugin icon picture that’s in the mod
     
  50. matthewanthonygray

    matthewanthonygray Member

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    Good idea
     

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