I actually have this issue as well (the mod works on the windows version under proton, but not the native version, probably a case-sensitive filesystem issue), and it's on a clean userfolder with absolutely no mods. The weird thing is it worked at some point, but then after I did a few things to my wendover, the part buying broke, and so did part editing. Keep in mind this was all in the same play session. I don't have access to my pc currently, so I'll have to upload the log when I get home
Seems like you're not on the latest version of the mod. This is an issue that I fixed in 1.18.1. You're getting an error that doesn't make sense for the latest version because the line of code where the error happens is a comment now (line 50 in blrSlotTree.lua). I checked and both the source code and the latest release have the updated script.
Hi r3eckon, how are you? I wanted to know how I can put mod cars to appear in used stores or dealerships. I read the entire documentation and didn't understand anything. How can you help me?
The instructions to add new shop vehicles are pretty much as simple as they can be. If you really didn't understand anything then you should learn about how BeamNG works behind the scenes before you try to do this and it should start to make more sense. That being said I'm working on a UI app to create car shop files so you won't need to follow that guide anymore.
Hey r3eckon, glad to see that this mod is working again in the current version of BeamNG. Does it work with other career mods like RLS? Any conflicts there? bc iirc, there's some race events @ WCUSA.
Anyone knows a good car mod compatible with the last version of BeamLR? I'm tired of the vanilla cars... wanted something different.
Any modded car work as long as you 1) save a custom config in freeroam 2) go to {path to game, idk because i use linux}/0.32/vehicles/{vehicle folder} and copy the contents of the .pc file to: 0.32/BeamLR/init/garage/config. Any of the "car(number)" files would work fine. 3) the only edits you'll have to make in the "car(number)" file is to remove the "path:/{vehicle name}" and add "odometer" and some number. 4) fire up the game, launch the mod and hit up the console, type this command: Code: for i=0,100 do print("Seed " .. i .. " uses car" .. extensions.blrutils.getStarterCarID(i, #FS:findFiles("beamLR/init/garage/config", "*", 1))) end and see which car(number) corresponds to the career seed. 5) use the BeamLR menu to choose a career seed an reset career. 6) there you go, you got your modded car now.
I got it. I plan on booting up this mod soon, in order to make a new user folder, could I just copy this 0.36 folder, and remove the RLS mod from it? Is there anything else I'd have to do in order to make sure the mods don't conflict?
The best way to create a new userfolder is to use the launcher, in userfolder settings you can tell the game to move the userfolder without moving files. This last part is important because that's what just moves the location of the userfolder and when you start the game it basically just creates a new one at that location. Then you can grab whatever files you want from the old userfolder and copy them into the new one. Just make sure you install BeamLR after copying old files over and if there's anything incompatible from RLS left it should just overwrite them. Still if you get problems, first try the same process I just explained without copying files over. Just launch the game to get a clean userfolder after moving to a new location, then install BeamLR and see if it works on a completely vanilla install. Then slowly bring back mods and test after adding a few so it's easier to pinpoint the mod causing problems if you run into issues.
I'm currently using the 1.18.1 version and .36 BeamNG, I tried your tutorial several times and it crashed all the times... I tried adding mod cars to the used shop on the on .34 version of beamng with the 1.17.5 BLR and it worked only once, sometimes the car appears on the shop, sometimes only the text and render no car, I could only drive the car once when I finally could bought it but all the other times it crashed or the car dissapeared, when I got to the garage to change the car. Idn what I'm doing wrong or if the mod is missing something because there's just a few things to adjust, the car file pointing to the .pc file and the shop cars file
Never tried adding to the shop. Could you be getting the error because I **forgot** to tell you to change the car model in the corresponding "car(number)" files inside 0.36/BeamLR/init/garage folder? Sorry. Example of what I'm talking about: In my example, I changed car1 to be the Phool Start, which is a config for the sunburst. So I had to change the car1's model path to the sunburst.
I really appreciated the help but I don't think it was your fault. I'm starting to think that there is something missing in the files of the car, I even tried to change the format to be the same as the BLR car files
I suggest you try doing this with a vanilla car first that way if the issue is broken jbeam files or something else about that mod causing problems at least with a vanilla car you'll be able to check that you do everything as needed to add a starter car. Once that's done if you try again and can't get that mod working it's probably that car that's to blame. The "spawning vehicle failed" error in console as well as a lot of lines about duplicate parts being defined in jbeam means it's likely that the mod has weird jbeam that doesn't play well with BeamLR. If it spawns correctly in freeroam that could be it. Try a different mod, maybe one that doesn't have any jbeam issues, see if you can get that one working. Also please post log files when you're asking for help. Screenshots of errors are often pointless because I can't tell what started it all from the small amount of lines that fit in console.
Hey, i have 2 issues. One is happening with AW Goal mod added, script cannot read engine oil level for some reason and console gets constantly spammed about blrVehicleUtils.lua line 1042 and 1055 Another happened with AW Bete mod and caused freshly bought car to dissapear and got replaced with unicycle in car2 files. That also caused my other cars to dissapear when i tried to switch into them. Managed to restore a backup but i guess there should be some safeguard about that. Some time ago i discovered that happens when parts specified in carX file is non existant. Camera gets stuck when that happens. (i was adding custom stuff to car manually messing with .jbeams and it triggered it)
I had a similar oil issue with the Phool Start mod (an Indian Sunburst), because r3ckon's mod uses advanced scripting for oil levels. The Goal's jbeam must have something wrong (by BLR's standards) with the oilpan info in it. You could go back some pages here on this thread to see how r3ckon helped me solve my issue. But, like they said: Try modding in vanilla vehicles first. If the errors persist, it's something else, like installation error.
Hello, for some reason the time is stuck at 16:48 on both Italy and Valo City, it seems like it works on Utah though
Try a clean userfolder without mods other than BeamLR, I don't see anything in the log file that would prevent time from playing. That's a vanilla BeamNG feature as well, all my mod does it turn it on, so I wouldn't expect a bug with my mod to prevent it from working.