Tutorial Guide For The Mod Manager

Discussion in 'PC Editor Discussion' started by dtg_will, Oct 1, 2025.

  1. moofers#8902

    moofers#8902 Well-Known Member

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    So I have a gameplay folder setup, this contains the scenario. upload_2025-11-21_18-45-2.png

    And my route content manifest
    upload_2025-11-21_18-45-45.png
     
  2. josh_the_tech

    josh_the_tech Active Member

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    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.
     
  3. moofers#8902

    moofers#8902 Well-Known Member

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  4. josh_the_tech

    josh_the_tech Active Member

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  5. greggryan2

    greggryan2 Active Member

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    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.
     
  6. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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?
     

    Attached Files:

    Last edited: Nov 22, 2025
  7. josh_the_tech

    josh_the_tech Active Member

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    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.
     
  8. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    Important: Remove all mods from the DLC folder before cooking the mod, or you will get a fatal error.
     
  9. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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.
     
    Last edited: Dec 3, 2025
  10. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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.
     
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  11. moofers#8902

    moofers#8902 Well-Known Member

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    Structurally everything has to be a single word like SYDoncasterSheffield or SY_DoncasterSheffield and avoiding spaced folder names too.
     
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  12. Isaak

    Isaak Well-Known Member

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    That's great when the editor is installed by default in (...)/Program*space*files/Epic*space*Games/(...)
     
  13. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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.
     
  14. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    Me to. I can Cook and pack my Wagon, but it will not be showed ingame.
     
  15. josh_the_tech

    josh_the_tech Active Member

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    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.
     
  16. Ocin

    Ocin New Member

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    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.
     
  17. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    I think Trainsimsz need to update his TSW Cooking mod for TSW6 as long as the Modmanager is not working corectly.
     
  18. ScottN

    ScottN Active Member

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    I notice the walk to objectives and sit in seat objectives don't show up in TSW6 after cooking and packing.
     
  19. classthrash#2930

    classthrash#2930 Active Member

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    the PC editor seems to be crashing on start-up since Friday, has there been an update pushed out that's causing this ?
     
  20. josh_the_tech

    josh_the_tech Active Member

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    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!
     
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  21. KTL_Rob Powell

    KTL_Rob Powell Well-Known Member

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    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.)
     
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  22. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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.
     
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  23. classthrash#2930

    classthrash#2930 Active Member

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    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 :

    upload_2026-1-11_10-17-23.png

    upload_2026-1-11_10-17-49.png

    upload_2026-1-11_10-18-17.png

    Good luck!
     
  24. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    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.
     
  25. classthrash#2930

    classthrash#2930 Active Member

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    You sir are a STAR got the editor cooking in TSW6, many thanks!
     
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  26. classthrash#2930

    classthrash#2930 Active Member

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    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 ?
     
  27. maxine#2143(BlackPulsar)

    maxine#2143(BlackPulsar) Active Member

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    Watch if you have Spaces in one of your folder Names.
     
  28. classthrash#2930

    classthrash#2930 Active Member

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    Does anyone know were the cook script for mod manager is located, my script is saving the output file in the wrong place
    upload_2026-1-24_9-55-43.png
     
  29. Daunfr59

    Daunfr59 Well-Known Member

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    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.
     
  30. classthrash#2930

    classthrash#2930 Active Member

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    Can you upload a screen shot of the errors?
     
  31. Daunfr59

    Daunfr59 Well-Known Member

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    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.

    Cooking_finished.png



    Screenshot 2 shows the Mod Staging folder after this cooking process. Note the file size of the pak. file.

    Mod StagingFiles.png

    Screenshot 3 shows the Mod staging folder after running "Recook and Repackage ..... bat file. The file size is now about 6 times larger.

    Mod Staging2.png

    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.
     
  32. ffabio89

    ffabio89 Well-Known Member

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    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)
     
  33. classthrash#2930

    classthrash#2930 Active Member

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    that's the method i use, cook it and drag it do the game DLC folder
     
  34. Daunfr59

    Daunfr59 Well-Known Member

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    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.

    ScenarioFailure_screenshot.png

    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.
     
  35. Daunfr59

    Daunfr59 Well-Known Member

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    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.

    Composite_Cab_Image.png


    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.
     
  36. Daunfr59

    Daunfr59 Well-Known Member

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    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.
     
  37. ffabio89

    ffabio89 Well-Known Member

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    It work for a route?
     

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