Hi, Can DTG tell us modders what we'll need to do to get current mods working in TSW4? Hearing stories that currently any mods built for TSW3 are gonna crash TSW4. Is this a content manager thing, or a UE version change? Edit= to avoid any doubt I know we're not officially moving UE version, but the question is more related to if the version of unrealpak.exe we use to pack mods has to be changed.
No update on that. The stories you're hearing are from beta tester using pre-release content and we still have open tickets to explore regarding mods. Let's hold the panic until after you see the actual post-release situation, and we'll advise the situation then and what if any changes need to happen to mods to support TSW4. Matt.
So? What's the Situation now? Nothing seems to be working, no word about that in the roadmap or in the List of upcoming updates... Frustrating! I really think about uninstalling TSW4 and installing TSW3 again.
Id love to know what happened between period of unfinished wait and see, to released, purchased and seemingly no different.
Yes. Any updates? It's very frustrating that we've lost a lot of (what I call 'replacement'*) mods that just refuse to load in TSW4 without the world disappearing. We're seeing some really odd and none standard things happening that can only really be attributed to this horrendous addon-manager. An example; the mod that replaced trees and foliage on routes with the Peak Forest vegetation meshes. Game won't see the Peak Forest materials - grey checkerboards everywhere. Theres also some really weird nonsense going on with filename sorting. No longer does !-z naming convention work to give precedence to a pak. No idea what will load first. The last few days I've been testing some stuff out on a mod (purely UAG editing) which works in TSW3. And in TSW4 it worked by including assetregistry, until I added more plugins to the pak - after which, the game just couldn't load the plugins included beforehand. * Mods which replace or overwrite existing official content to improve or fix them - meshes, materials, sounds related files.
Some players think the addon manager is the cause of the giant substitution problem with all older content. (Nobody asked himself why voralberg has such minimalistic loco substitution?) Only the specific services are working, if service is an actual layer. Basicly its entirely broken, very noticeable on german routes. On uk routes you can see it on the rail tours! I reinstalled tsw 3 already. Does anybody know the reason this "addon manager" got introduced? Seems to break a lot of things. Looking at the time players spent to create those mods, i have to say they are essential to me. Many botched releases with things dtg already forgot, were corrected / enhanced by modders. So yea, i like to know whats the benefit of the "addon manager".
Dtg said addon manager is required for all platforms for tsw to work properly. It also makes it so that there is a standard among all platforms instead of one platform having one thing and another not
In the absence of an official answer. I’ll try. It was the solution to a dlc download limit on Sony platforms. It needed to be addressed. This solution has been rolled out across all platforms to keep parity between builds. Fair enough. However Roadmap after Roadmap we’ve been told that addons managerhas been thoroughly tested by modders (who?) alongside developers, is harmless and concerns were unwarranted. As recent as 1 week before release of TSW4.
Well currently it just needs a lot of space having tsw3 & 4 installed until everything is sorted out. But i can live with that. (Having all dlcs) Better will get priority.
Just wanted to share the Roadmap article RE: Modding - it's less about Add-ons Manager, more about how we've had to reshape a lot of things to enable the Editor to work: We are working on providing documentation for modders in the wake of TSW4’s launch, so hang tight everyone! Thanks for being patient. To debunk one myth: it’s less of an Add-ons Manager issue, and more due to the fact that we've changed the compiled material format to support the Public Editor. It's not the whole reason, but it's a contributing factor. Essentially, core mods seem to be in reasonable shape (like ‘God Mode’, which we believe has a TSW4 update for it already), but content mods will need a little more TLC. There are some fixes that help them work better which are in a future build, but it'll be an ongoing process. Texture mods, for instance, have had a good response to the improvements in the future build (previously mentioned). For the time being, we recommend that players who do mod content hold fire until we’ve been able to offer guidance – otherwise they risk their work going to waste if we have to update anything to support them longer term. We have a lot of modders in our beta community, who we’re actively working with to support, and we’ll update as soon as we have something tangible. From: https://live.dovetailgames.com/live.../article/train-sim-world-roadmap-october-2023 In terms of Add-ons Manager tech, it's something we've added to enable those who experienced missing content to be able to play that content, after the 64GB issue for Add-ons - we can't maintain two separate back-end systems, so this is the best solution.
I also remember the streams dominated by addons mgr and xbox sound fixes. Cant help but feel the narrative has somewhat shifted in the last month from Addons manager is going well nothing to see here. To its an ongoing process.