Experimental 0.32.2 CareerMods: CheatMenu, MenuUnlocker, 25NewDealers, MoreDealerStock, EnablePolice, MoreTraffic

Discussion in 'Mods and Skins' started by 23Terrabytes, Sep 29, 2023.

  1. Chris90

    Chris90
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    Tried the more dealers mod, works as expected. Even works with other downloaded mod cars.

    I think the strange traffic behaviour is because your mod forces many cars to spawn, when driving around drag strip or race track there is a car or two maybe once in a while, so its no distraction when fooling around. But the mod forces cars to spawn, guess thats why its so noticable.

    No matter what i do, i didnt see any police yet, and i've been playing with different versions of the traffic+police mod for at least 8 hours now. And i reloaded many times, i think i was the first one to mention that strg+l does wonders with making mods work :D

    I tested the less cargo mod, and it works great, gives me between 50-70 items for most locations, which is great and totally managable. Just one location is still a problem. Spearleaf logistics (the docks on the island) has two spawn points for logistics, and both still have around 180-250 items, which still makes the list move pretty quick. Maybe you can tame that location down a bit?

    btw, if you want to get specific testing done, just ask. I've unlocked everything in career mode, so i get quite different results with some mods i guess :D
     
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  2. 23Terrabytes

    23Terrabytes
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    For Dragstrip traffic, I just looked and there is one AI enable road that turns onto the dragstrip start line. So I think youre right on that when forcing more vehicles to spawn its just making them appear more and in-turn they are getting confused on those roads around there. Before they would spawn on a proper road but with too much traffic they probably ran out of space so they end up using that one little turn lane and end up on the actual drag strip.

    Also yeah, the CTRL+L reset is a huge fix for these mods, thanks again for pointing that out back on the original release of these mod! There is a lot of conditional code that relies on if this or if not this ect and I think depending on the order of events that happen when loading or while certain aspects of the career mode get activated while playing it often makes parts of my mods to become inactive so CTRL+L forces it to reload everything back. Thanks again!

    For the cargo mod - I think I may have figured out whats going on. There are two lines for each delivery site: logisticTypesProvided and logisticTypesReceived. I havent touched those. All I am doing is changing the the "logisticGenerators" "typeProvided" min\max values. So what I "think" is happening is I am allowing more "TypesProvided" per site - BUT that is not actually changing the amount of deliveries shown in the list for that one site its actually allowing each site to provide more deliveries for the other sites. So if a site allows a certain "logisticTypesReceived" its pulling EVERY single delivery of those types from ALL sites that have that "typeProvided" So if 10 sites "Provide" a certain type and then a site you drive up to to accept a delivery it gives you a list of all deliveries that can be "Received" from all sources that "Provide". (I might have that backwards, but thats what I think might be going on - Im not too sure)

    As for the Spearleaf Island Port - being a huge logistics port - it only makes since to have TONS of "logisticTypesReceived" with all those cargo containers there. In the files it receives ALL types while most other sites only allow a couple. In the files I edited - "spearleafLogistics" doesnt actually have a "logisticGenerators" it just pulls "logisticTypesReceived" and "logisticTypesProvided" from all the other sites. So the only way to lessen that site would be to lessen all other sites as well. There is a "logisticMaxItems" line for each site, but it made no difference setting it as 1 or as 1000 (as far as I could see on a quick test) - not to sure what that does so I left all those lines default. There is a bunch of the code I have no idea what it does, and as fun as it is playing around with these files - I think I will probably keep it as is for now and let the Devs sort it out more in the next update. There are a few delivery LUA files that I didnt even touch that are actually doing the generation of the lists.

    Lastly for the police mod, I am not to sure what the issue is there. I probably wont have a fix for you on that. All my testing I get them to show up. And I am only changing one line of code and setting the number to something other than 0. By 0.32 or soon after I am sure the devs will have them working as there is tons of code that is "temporally disabled" in the comments that mention police, so its definitely coming soon.

    Also thanks again for all your feedback. Its tons of fun messing around with the career mode code and I am more or less just trying things out and if they worked for me I shared the file - but in all fairness my edits are very simple and there is TONS of lines of code inside multiple files that all interact with each other so while I get certain things to work I actually have no idea what other parts of the code I am effecting as well. I dont plan on getting too in-depth with all this since each game update changes everything so much (and my LUA skills are very basic), but If I happen to need some feedback on any other stuff I try out I will let you know.



    EDIT~~
    If you want to give this a try it might help: in the "playerDriving.lua" you can search for this line "v.activeProbability = 0.15" and change it something higher. It seems to be related to police so increasing it might give it more chances of spawning. It made no difference for me since police were already spawning for me. Also instead of CLRL+L, maybe trying using the MenuUnlocker Radial Menu and Remove Traffic. Once career mode detects there is no traffic it regenerates the traffic pool.
     
    #42 23Terrabytes, Dec 31, 2023
    Last edited: Jan 1, 2024
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  3. James Corr

    James Corr
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    @23Terrabytes not sure if you know this but there is a way to increase garage inventory throught the beamng files themselves. When doing so it puts a scroll wheel for you so you can scroll through yours cars. if needed i can explain how to do it for you. not sure if it would help implement the scroll wheel in too your mod.
     
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  4. 23Terrabytes

    23Terrabytes
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    Feel free to post some files or code, that sounds interesting. But the devs did actually implement scrolling into the garage slots list with 0.31 I just didnt notice it right away since I have been only using the 20 slot mod so I didnt notice for while - then forgot to update the post when I did notice.
     
  5. James Corr

    James Corr
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    I opened file explorer went to my c drive/program files (×86)/steam/steamapps/common/beamng.drive/lua/ge/extensions/career/modules/inventory. After that's followed you'll see local slot amount 5. That's your garage inventory. Switch it to what ever. Most I've done is 35 and it added a scroll wheel. Not sure if that helps at all with coding the mod though
     
  6. 23Terrabytes

    23Terrabytes
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    Ok cool, yeah thats exactly what my mod does, simply changes that single number from 5 to 20 or 5 to 99.

    Also if you want to mod yourself its best to not change original files at all in the install directory. The user data folder acts exactly like the install directory does, so its best practice to copy a file you want to mod then place it into the user data folder under the same folders. So instead of "../beamng.drive/lua/ge/extensions/career/modules/" copy that inventory.lua into your userdata folder here "../0.31/lua/ge/extensions/career/modules/" The game loads all original files first. Then loads the userdata folder. If you have any identical file names like inventory.lua it will use your modded userdata folder version instead of the original.
     
  7. James Corr

    James Corr
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    Oh nah I don't mod or code or anything just something I found out through Google and wasn't sure if it would help you at all since it auto adds the scroll wheel. Honestly I've been hawking Google for days to see if you've updated this mod at all cause I really enjoy it lol.
     
  8. 23Terrabytes

    23Terrabytes
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    Gotch, I appreciate it still, thank you. I only mentioned it doest scroll because I had the same mods in this same thread for 0.30 and in that game version that list didnt scroll even if you increase it to 100+. But with 0.31 its all fixed now I just forgot to remove the bit about it not scrolling when I made the mods again for 0.31.
     
  9. James Corr

    James Corr
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    Ah OK whelp I tried lmao
     
  10. Chris90

    Chris90
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    @23Terrabytes don't worry if it doesn't work for everyone, i just thought i'd share my findings, if you decide it's not worth digging deeper that's no problem. Your mods make the experience a lot better already, so it's still fine! Honestly i would prefer you spending your time developing the missions pack for career, really looking forward for that cause i think you did very well with gambler523 missions.

    Anyways, i also think career mode has a huge potential and game devs will make it great with the upcoming updates.
     
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  11. ZdrytchX

    ZdrytchX
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    will the custom dealership provide options for custom vehicles? (e.g. aircraft)
    I think career mode could be interesting with helicopter towage but the only one I know of that can carry stuff atm is darren's DH Super Gnat, which has a segmented rigid rope with a tow hitch on the end (which unfortunately, is mounted backwards so it can only carry vehicles...) but maybe I'll get into the modding scene and fix that myself eventually, since while the super gnat seems to be the most realistic helicopter mod available, there are a lot of things I want to change about it (e.g. custom stabiliser angle/larger surface/tail rotor skid protector, skid undercarriage etc.)
     
  12. 23Terrabytes

    23Terrabytes
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    Yes it will show up in the list IF the mods "info" file sets the "Config Type" properly. So with the new dealerships they are relying on tags... Factory or Custom. Those are defined in each vehicle in the game and mod vehicles "info" file. If the mod does not include those in its info file then it might not show up properly.

    You can find these files yourself under "..\vehicles\vehicleNAME\info_configNAME.json" that can be found in the mods zip or in the vehicle zip in the game install directory "..\content\vehicles\vehicleNAME.zip"

    look for the "info_configNAME.json" file and add this line yourself to the file if it doesnt already have it - then it should show up for you in any of the "custom" dealerships

    "Config Type":"Custom"

    Look at existing vehicles info files for an example on how to do it properly. Dont forget the comma "," thats required after each line. Then the last line on the file does not get a comma. Again, see an existing file for an example.
     
    #52 23Terrabytes, Jan 8, 2024
    Last edited: Jan 9, 2024
  13. ZdrytchX

    ZdrytchX
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    Thanks, I ended up just modifying the dealership configs to include the vehicle instead /shrug/

    Now I just need to find a way to get my cargo sling to actually sling cargo
     
  14. VolvoB10M

    VolvoB10M
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    How do you get any of these mods to work? As soon as I install them it disables the cargo list when I try and pick up any cargos.
     
  15. stxticxofficial

    stxticxofficial
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    How do I open the debug everything else work and it says it working I just don’t know where to open it
    --- Post updated ---
    After I hit control e i don’t see dev mode. It says it’s active on my mods
     
  16. Mik3y112

    Mik3y112
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    I followed how to spawn cars in via the menu and saved. went back into game after removing the menu and now my vehicle inventory shows nothing apart from the header. reinstalled the career debug menu and the cars do appear there.

    I even tested it on a save backup by jsut adding a json of the car i saved into that backup and the vehicle inventory messes up. removing the car json makes it show up again.
     

    Attached Files:

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  17. Scraghi

    Scraghi
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    Hi, awesome mode. How can I delete it or disable it?
     
  18. devo343

    devo343
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    does this let you adjust mileage im trying to see how they have the code working for this so i can implement this in free roam
     
  19. CarLover89

    CarLover89
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    When I try and make a mod vehicle I spawn to go in inventory some of them like my r35 and mazda 7b7 give me a fatal error that says
    string "lua/ge/extensions/career/modules/valuecalcula... ":25: attempt to perform arithmetic on local 'tempValue'(a nil value) ================= Stack Traceback >> START >>(1) metamethod C function '_mul' (2) Lua upvalue 'getValueByAge' at line 25 of chunk 'lue/ge/extensions/career/modules/valueCalculator.lua' Local variables: value = nil

    Is there a way the fix this?
     
  20. Gamerultimefr

    Gamerultimefr
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    Bonjour 23Terraoctet, j’ai un petit problème avec votre mode. Quand je l’ai installé, au début, tout fonctionnait bien. Mais après plusieurs minutes, je n’étais plus capable d’utiliser le mode. J’ai lu 6 fois ce forum, j’ai essayé toutes les techniques, j’ai créé 6 profils avec le tutoriel, mais ça ne marche toujours pas. Qu’est-ce que je dois faire?
    --- Post updated ---
     
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