Hello, I wanted to share some details on how the new mod manager works for anyone using the TSW6 Public Editor, this will hopefully make the process of getting mods into the game simpler compared to the previous fairly complicated process for cooking and packaging a mod. Mod Manager The Mod Manager is a window in the public editor that is used for defining mods. Mods must be defined here for them to be cooked or for a mod to be loaded by the Add-On Manager when using Play-In-Editor. Once opened a new mod can be created by clicking on the green ‘+ Add New’ button: A mod definition contains four values: Name – The internal name for the mod. Display Name – The name of the mod shown to the player (Currently unused) Plugin Names – This is a list of all plugins that the mod contains. Plugins listed here will be cooked and packaged in the mod. DLCDependencies – This is a list of all DLC that must be mounted before the mod can be mounted. Once saved the plugins listed in the mod will get cached by the Add-On Manager if playing in-editor. The cook button on the toolbar of the Mod Manager can also be used to export the mod to a .pak file that can be used by the game. Alternatively Mod Definitions are stored in JSON and can be manually edited. They are in: TrainSimWorldPCEditor\TS2Prototype\Mods Pressing ‘Cook’ and then ‘Start Cooking’ will start the cooking and packaging process. When complete if successful the .pak file can be found in: TrainSimWorldPCEditor\TS2Prototype\Saved\ModStaging This folder can be opened by pressing the ‘Open Output Folder’ button at the bottom of the cook window. After cooking the output folder should look something like this: DemoRouteMod.pak is the completed mod in the example above and this would be the file that can be placed in the UserContent folder for the game to load: Documents\My Games\TrainSimWorld6\Saved\UserContent\ There are also some batch files for rebuilding the mod without needing to go back into the mod manager in the editor: Rebuild PLUGIN_NAME Package.bat – Will recreate the .pak file using the files in the ‘Files’ folder. Recook and Package PLUGIN_NAME.bat – Will recook all the assets, regenerate the ‘Files’ folder and create a .pak file.
Thanks for this. As you will see from my post elsewhere the Play In Editor mode seems to be broken in my TSW5 Editor. Is the TSW6 Public Editor available yet and if so how can I access it ? I have installed the game on Steam but cannot find the new Public Editor in the Epic Games launcher. Thanks for your help.
It should be available on the Epic Store, if you go to the Train Sim World 6: Standard Edition page and scroll to the Editions area it should be at the bottom.
Regret I spoke too soon. I have now installed the editor (twice) and verified but Launch immediately fails with a message "Unable to launch PC Editor". Is anybody else having this trouble ? I am checking on my AV software in case this is blocking the program in some way.
I think there is currently an issue launching through the Epic launcher. Once installed you'll need to go to the install directory and edit the 'RunPublicEditor.bat' file to contain just the following: start %~dp0TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe TS2Prototype -Installed Then try running 'RunPublicEditor.bat
Thanks once again for your prompt reply. I have followed your suggestion and the Editor has successfully launched. I will set up a shortcut to the "RunPublicEditor.bat" file (Run as Administrator) to save time in future.
This is the current state of affairs attempting to launch the PC Editor. Yes, I've verified the install already. Once getting into the BAT files, I receive the "MagicLeap" plugin error the same as above.
You'll need to edit the 'RunPublicEditor.bat' file to contain just the following line: start %~dp0TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe TS2Prototype -Installed Then launch from the ''RunPublicEditor.bat' file rather than the Epic launcher for now.
Is the bat file in the same folder it was in originally? There should be a TS2Prototype folder there and the command in the bat file will need to be exactly 'start %~dp0TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe TS2Prototype -Installed' Both the bat and TS2Prototype folders should be in the TrainSimWorldPCEditor folder. If all that is correct I'm not sure what would cause that error.
Shockingly enough, this fixed my problem. I had to create a shortcut of the TrainSimWorldPublicEditor exe and follow these steps: 1: Navigate to <Your install directory>\TrainSimWorldPCEditor\TS2Prototype\Binaries\Win64 2: Create a shortcut to the TrainSimWorldPublicEditor exe 3: add 'ts2prototype - installed' after the quotation marks (without the 's) 4: launch from this shortcut
made the .BAT file: start %~dp0TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe TS2Prototype -Installed this .BAT now works for me, but first I had to eliminate some spaces in the filepath (name of the folder I installed the editor in!)
I tried to cook a few textures and it creates the .uasset, ubulks, uexp but no .Pak file. (Create and compress PAK are tagged) Edit: Another problem is the rebuild**.bat created doesn't include "" in the folder location of Epic Games. It needs "" due to using a space in the folder name. Code: E:\Epic Games\TrainSimWorldPCEditor\Engine\Binaries\Win64\UnrealPak.exe E:\Epic Games\TrainSimWorldPCEditor\TS2Prototype\Saved\ModStaging\MyMOD.pak -create="E:\Epic Games\TrainSimWorldPCEditor\TS2Prototype\Saved\ModStaging\responseFile" -compress
I see, that's annoying. Thanks for letting me know, I'll create a ticket for the path space issue in the bat file. It'll only go onto create a pak if there are no errors during cooking, so that may be due to an issue with an asset its trying to cook. Although if it generates all the cooked assets that you need, it should be possible to package manually after.
I've got the same problem, here my solution (with credit to someone on discord for the first part): 1: Navigate to <Your install directory>\TrainSimWorldPCEditor\TS2Prototype\Binaries\Win64 2: Create a shortcut to the TrainSimWorldPublicEditor exe and put where you need 3: open the property of that file and add 'ts2prototype - installed' at the end of the path of the file, remember to remove the quotation marks (so without the 's) 4: launch from this shortcut Also, verify to not have any spaces in the path, every folder need to be a unique name or insert "_" to replace spaces
When creating/cooking a timetable, do I need to fill in all the DLC dependencies for every DLC used by the timetable or just the bare minimum (the base route) the timetable requires?
People, this is about the MOD-Manager, not about loading the editor or other issues. I get alerts from new posts and 90% are offtopic!
Works fine here (except the recook .bat that has a problem) Did you tag the mods content to be build?
What are you trying to build/cook? And what do you mean with 'had some mods that where not from the game'?