Moving Mods Over To Tsw5

Discussion in 'TSW General Discussion' started by Sharon E, Sep 10, 2024.

  1. Sharon E

    Sharon E Well-Known Member

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    I have been thinking as to how and when to start moving my TSW4 mods over to the new TSW5. When you do this on a new version it is always that "buyer beware" kind of thing. My thought is God mode first and see how that does, then one or two at a time once I get my current dlc moved.
     
  2. Spikee1975

    Spikee1975 Guest

    GodMode will likely be working, as it's not directly modifying something but adding its own actor on a route tile that spawns the menu.

    For the rest, it needs testing each mod individually. Generally speaking, consider pak mods to be broken if the files they are based on have been modified. We can't tell this in advance.

    My personal assumption is that most will still be working, if we're assuming the TSW4 DLC paks have not been touched by DTG, except for the whole repacking and metadata / manifest updating.
     
    Last edited by a moderator: Sep 10, 2024
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  3. yeecharlie#6454

    yeecharlie#6454 Well-Known Member

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    Matt said in another post that TSW4 mods will need to be repackaged to work with TSW5 anyway, therefore simply moving them wouldn't do anything AFAIK. You'd need to wait for them to be updated for TSW5, but it shouldn't be as much of an issue as it was with the TSW3>4 transition.
     
  4. Tigert1966

    Tigert1966 Well-Known Member

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    I will be waiting for a new version of God Mode. Then waiting to see what Jetwash has to say about ini files etc.

    For the rest I might try them 1 by 1 as I play the routes the affect to see what works and what doesn’t.

    I’m definitely leaving TSW 4 installed with all my UK and German Routes until we know what works and what doesn’t.
     
  5. Spikee1975

    Spikee1975 Guest

    Simply repaking a mod doesn't change a single bit (as UnrealPak hasn't changed). Matt probably means the source files must be unpacked again from the updated TSW5 DLC paks, modifications applied again, and then repacked.
     
  6. JetWash

    JetWash Well-Known Member

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    Hmmmm. Really?

    The only reason we had to do this between TSW2 and TSW3 was the use of compression which meant everything needed repacking. Every other transition has worked largely unaltered, the only outlier being with TSW4 and the need to add the AssetReg workaround. Unless they’ve changed the file names / structures (which doesn’t seem to be on the agenda, why would it?) I don’t see why they wouldn’t just work off the bat. That’s going to be an awful lot of work to remake all these mods yet again if that’s correct. Literally nothing has changed between TSW4 and TSW5, or has it?

    My understanding was that TSW5 is really nothing more than a patch to TSW4 with a new-ish front end and a couple of additions in the same vein as suspension. I can’t see, unless a specific file has been updated, why anything would be different.
     
    Last edited: Sep 10, 2024
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  7. Spikee1975

    Spikee1975 Guest

    That's why I said I think most will be working.

    Though you never know if there's bugfixes to come. Especially my mod needs to be redone each time they change something in an RVV, as these changes must be imported into the mod else it overwrites the game with old obsolete data. (Same in ETS2)

    But just repacking the mod? With what new options? Mine is compressed and unencrypted. Don't now what Matt exactly means tbh. And usually I'll find out on my own anyway.
     
    Last edited by a moderator: Sep 10, 2024
  8. JetWash

    JetWash Well-Known Member

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    Yeah. I can see some hex-edited files might need redoing if there have been changes but I would really hope, for the most part, that it should all just work as advertised.

    I’m just going to literally copy paste (with the exception of GodMode which will need updating to account for the new routes) and see what happens. Life’s too short to be moving them all over one by one! ;)
     
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  9. Xander1986

    Xander1986 Well-Known Member

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    I hope they have changed something at the addon manager for pc.... Loading is so slow when you start the game it takes way to long!
     
  10. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Definitely true. Tsw4 has become 5 times slower for me and I think it stated with the introduction of the loading bar. I never felt that need of that prior since it wouldn't stay to much at losing screen. Now it takes one minute or more

    Regarding the mods I will also keep Tsw4 installed because I have mods that are essential for me. Like the sound mod for 385, all the audio mods for US freight locos and the sound mode for German dostos to name a few. I just could not play any of the routes / locos without these mods installed at all.
    Also now I am forced to rely on mobile internet for a while and at 1-4 MB/s speeds I will be lucky to get just TSW5 with default routes either way.
     
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  11. yeecharlie#6454

    yeecharlie#6454 Well-Known Member

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    JetWash Spikee1975
    Here is what Matt said about the mods:
     
  12. antwerpcentral

    antwerpcentral Well-Known Member

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    Are you telling me that even on a PC the loading times take way too long? Can't you tweak the loading times? >devil emoji< ;)
     
  13. Blacknred81

    Blacknred81 Well-Known Member

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    I wished they just get rid of it for PC, it rendered alot of good US freight mods useless once it was added.
     
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  14. JetWash

    JetWash Well-Known Member

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    Thanks for digging that out. As Spikee said, that literally doesn’t mean anything so I wouldn’t worry too much about it to be honest.
     
    Last edited: Sep 11, 2024
  15. Xander1986

    Xander1986 Well-Known Member

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    Yeah that should the best deal for sure!
     
  16. Xander1986

    Xander1986 Well-Known Member

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    Its not for loading the route but when you start the game in general. Thats caused by the addon manager. In this moment the game load all the DLCs
     
  17. antwerpcentral

    antwerpcentral Well-Known Member

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    I know. Same as on console ;)
     

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