So when the Acela first came out for TSW 3 I downloaded this horn mod which for me massively upgraded the experience of running the Acela, and everything worked perfectly. Fast forward to TSW 4's release on September 26th and now when I put the mod into the game for some reason the Acela shows up as a train in my loco section, but when I try to launch a scenario with it, the train just doesn't spawn in. I understand that DTG's is not responsible for the mod and how it affects the game, but come on, it worked in TSW 3, so why doesn't it work here? These above me are all the updates to Boston Sprinter and the Acela. I understand if they messed with some sound files and the mod doesn't work, that's fine, but it seems like they just messed with some physics settings and somehow borked whatever the mod was attached to. I'm not sure why it doesn't work, and I understand if DTG's doesn't do anything about it, but if it worked in TSW 3, then I am confused on why it wouldn't work in TSW 4.
Because of addon manager, most mods will not work because they have to be remade. All the sound mods require to be redone. So does all the enhancement packs and more
Yeah I spent a good hour or more individually testing which of the mods from TSW3 worked and which ones didn't. My conclusion is that sound, map and 3D train mods all cause crashes, routes/trains to not show on the menus and breaks timetables. Only gotten some texture mods to work so far. We'll just have to wait until the mod creators update their mods, shame though I really enjoy using the British vegetation improvement mod, which unfortunately breaks all routes it's done for.
By making a statement that comes across as fact but is, in fact, incorrect you’re just confusing people. In answer to the question, if it was as simple as re-making the mods a lot of them would be done by now. This isn’t like the change from UE4.23 to UE4.26, the engine is the same and there is no reason these mods shouldn’t work. In other words there is nothing to change. There’s a lot of debate about exactly what has caused this but the up-shot of it is that since the introduction of addon-manager with TSW4 mods simply don’t work unless they mod parts of the core game. The odd thing does get through the net but no one knows why, and there’s no pattern to what does work and what doesn’t. The reason LM’s signal mod works is because for TSW4 DTG moved the signals to the core game rather than doing them on a route by route basis. A great idea anyway, but the happy by-product was LM was able to make that mod once and that should cover all routes going forward. If the signals were on a route-by-route basis as before they almost certainly would not work. We hoped Bescot had figured out a workaround and although it works it doesn’t seem to be reliable or consistent. Kudos to him for even figuring out how to make some stuff work. Assuming they want to, this is on DTG to figure out and until they do I’m afraid the only mods you’ll be seeing will be very sporadic and small, nothing like you’ve seen in the past. Matt has certainly indicated it’s something they want to fix so we just have to wait. It’s a huge shame because although the new content is good some of the old stuff leaves a bit to be desired. I know without mods I likely won’t touch it and I’m sure I’m not the only one. To be clear, this is not about people remaking mods. With the caveat mentioned above, mods do not work in TSW4 as it stands, and on the face of it the only major change is the addition of the add-on manager and editor to the PC version.
Yeah we need the addon manager disabled, or at least optional for PC. So many of the enhancement packs are pretty much required for a lot of the old routes. Midland Mainline Especially is like a completely different route with the EP.
Why even bother commenting if you don’t know what you’re talking about? Most mods are packaged fine already, DTG needs to fix something on their end.
It's not primarily the Add-ons Manager, it's actually more related to the work required to make the Editor possible. Linking this thread which provides a little more context: https://forums.dovetailgames.com/th...or-just-pointed-to-in-tsw4.73787/#post-721073 We will be working with modders within the community - and our beta community - to support them to update content alongside TSW4, but we want to resolve Xbox crashing issues first from an Engineering perspective.
Crashes should take priority, understandable, so that makes sense. Just hope mods aren't forgotten about when things are more stable.
I was only assuming about the addson manager part because it was discussed a lot which is my fault since it turned out to be wrong. But regarding sound mods, I know one sound modder who said that none of his sound mods would work so requires remaking so took that for word too
How long have beta testers been on this? Why do we discover xbox crashes and PC mod issues within hours of release? There are some great features about tsw4 that I would like to try out. Well received by people Ive spoken to. So why ruin it by releasing untested content. With issues so big that they would overshadow the whole release?
Mods are not officially supported at all; we should be happy that DTG is even bothering with this. Most game studios ignore or actively discourage modders.
Not officially supported I get that. However, Dtg and 3rd parties have certainly benefitted from them PC wise. Without the mods, interest would have gone from the PC market years ago.
Good ones don’t, particularly when it comes to sims. Microsoft-Asobo are putting a freeware ‘shop’ in flight sim. That’s pretty amazing I’d say. Modding is part of PC gaming, always has been and always will be. DTG definitely wins out of it so it makes sense to foster that relationship. Thankfully they seem to agree, so let’s just wish them Godspeed in fixing this issue.