I thought that might have been the case, I was just being hopeful tbh. I'd love a racing system like yours in the career mode
Most likely I'll have the update ready in about a week, depending on if I find any other big issues I want to deal with before releasing. Still got a few small problems to deal with and things to test out before then but for the most part the mod runs fine so it shouldn't take much longer. That being said this first release will probably be quite unstable as I don't have enough time to test every single feature especially some of the less important stuff. So it'll be a good idea for you guys to cheat yourself some money and just play around testing stuff out before starting a real career.
Is there a way to implement a "map traversal" like in rls career ? Tried RLS again, and it's good, but no freeroam races and you can abuse the insurance system by crashing cars and hard damaged parts get replaced (0 miles) and become profitable...this level of cheese is also on "hardcore"
By map traversal you mean like being able to go from one map to the other without using main menu? If so then technically yes but the mod would still have to stop the scenario, load the next map and then reload the scenario so it doesn't save much time it's just a bit more immersive and doesn't really add much. If it's easy to do I'll add it but if I have to change a lot of stuff to get it working I probably wont, at least not for the next few versions.
Not worth it then. Yeah, just for the immersive factor. Not important. Only the mod being compatible is. It's funny how in RLS you have an incentive to crash as hard as possible for turning a profit, undermining every game mode/mechanic for making $ at least early game, so you can build your expensive car with insurance fraud, and your hardcore repair system that cripples you...lol I confronted the devs about this cheese, and are not really bothered by it, saying: "Don't do it" That's just bad game design imo. Hope they fix that.
Version 1.18 has finally been released, this update fixes everything (from what I've been able to test on my own) that was broken due to the slot path system added in BeamNG 0.35, adds content from both 0.35 and 0.36 updates to the mod as well as fixing a few other bugs that I managed to find. It also adds a few small things like the ability to repair subparts of a damaged parent part without repairing the parent part and different floating marker icons for each interactive area. Note that this version is not compatible with saves from previous versions due to the slot path system. You will have to start from scratch. Do a clean install of the mod. And considering this version is the first public release since slot paths have been added, consider this version as an unstable release. I suggest you make frequent manual backups of your career files and perhaps cheat yourself money to play around and test features first before starting a real career as I do expect some things to be broken that I haven't been able to find myself. I've tested pretty much everything I could think of but considering the amount of stuff that was broken it's very likely I'll have missed a few bugs. If you do encounter bugs please report them in this thread or on github, making sure to include log files, screenshots, etc. Basically give as much information as possible so they can get fixed quickly. In any case, here's the changelog for this version: Added ability to repair subparts of a damaged part without repairing parent (subparts go back to inv) Added select all checkbox to advanced repair menu Added different marker icons for each type of interactive area Fixed missing favorite button svg files in part edit menu Moved lua files from scripts folder to lua/ge/extensions Renamed betterpartmgmt.lua to blrpartmgmt.lua Fixed config fixing allowing multiple replacement parts to be selected (0.36) Updated ilinks system to new slot tree system using slot/part path references (0.36) Updated part edit UI to work with slot paths (0.36) Updated vanilla scripts for new game version (0.36) Updated code using vehicleCertifications.lua to vehiclePerformanceData.lua (0.36) Updated traffic spawngroups with new simple traffic variants and vehicles (0.36) Updated legacy drift scoring script to include missing functions needed in drift.lua (0.36) Updated Burnside configs in shops and races (0.36) Updated Sunburst configs in shops and races (0.36) Updated blrdragdisplay.lua script to use new drag strip object names on WCUSA (0.36) Fixed delivery mission G force and damage UI app to work with updated meter component (0.36) Updated advanced repair UI & system to work with slot/part paths (0.36) Fixed broken race waypoints (using automated script, some may remain that tscript can't detect) (0.36) Fixed GPS detection broken by slot path system (0.36) Fixed car shop random configs broken by slot path system (0.36) Fixed car config saving and loading broken by slot path system (0.36) Fixed track event N2O detection broken by slot path system
I changed computers and remembered this mod, I literally JUST opened the thread this morning and was bummed that it was still outdated... And then, near noon, you drop the upadte. Bless you!
Casually dropping the most sought after update since the mod's creation ! lol We'll be playing and testing ! thank you !!!
Could be mods conflicting with each other on my end, but none of the POIs are loading. Events and races are gone, gas stations and garages don't work anymore, and I am homeless.
I tested it on a clean install on another PC and it worked fine so most likely a conflicting mod. If I had to guess I'd say it's probably RLS and the level you tried is west coast. That mod isn't compatible with BeamLR because we both make changes to the level files and BeamNG has no way for such changes to overlap. Create a folder somewhere and use the launcher to move the game's userfolder to that location without moving files. It'll ask you if you want to move files after you pick the new folder, just say no, you can use this to keep different "modpacks" in different userfolders for compatibility. Start the game so it creates the base files then stop the game and install BeamLR in it carefully following the install instructions.
Yep, RLS was the culprit. I turned it off and everything works now - except the car dealership UI, which refuses to show up. Re-entering BeamLR with beamstate saving on resets odometer, which allows the player to absolutely cheese the hell out of this career mod. You can buy a beater Civetta Bolide, toggle beamstate saving on, exit, and then re-enter, and you'll have a 0 km mint new supercar you can sell for a fortune. Rinse and repeat a few times for an easy million bucks
Car shops are working fine on my end. If this happens when walking try only using the car shop from a car, I know others have had issues with the walk mode integration for car shops in past versions and I never quite managed to figure out what causes it for some players but not for me. I highly recommend you don't just disable other mods but try installing BeamLR in a clean userfolder first to rule out other mods causing problems. Like I said it's pretty easy to keep different userfolders to run different collections of mods so just keep a clean one for BeamLR and slowly add mods to it if you must. Also I don't think any shop in my mod sells a used Bolide and I don't think beamstate saving should reset the odometer (though idk what beamstate loading does to it, you shouldn't use it because that feature is still broken and has been since 0.28). Are you perhaps talking about RLS?
I'm having an issue with the part shop menu. Didn't test it with other cars, but shouldn't I NOT have this issue, since the Phool Start is basically a Hirochi Sunburst? Also, it seems the mod doesn't recognize the hard-coded Vivace oilpan in this car and drains my oil instantly. I've tried editing the car's jbeam and the mod's .pc file for the car, to no avail. The oilpan doesn't show up in the part menu, but it's clearly seen here.
So the UI issue is a in fact a bug with BeamLR, I apparently only tested with cars that don't have the "slots2" format in jbeam to define child slots, so after adding code to check for this format it fixed the problem. I also found another bug while testing the new sunburst, I think this is the first car in the game so far that has a single intake for all engine sizes and the fact that this part fits in many different slots also caused issues. The oilpan bug I can't do anything about, as far as I can tell using a vivace oilpan on a sunburst confuses the "io context" of the vanilla jbeam loader scripts that usually only load jbeam files in the vehicle's own directory as well as "common" parts, so the game just can't find the vivace oilpan. My mod doesn't do anything to the vanilla part edit menu so it if doesn't show up there it'll definitely not show up in BeamLR. Also, as far as I'm aware not a single (vanilla) car in the game has an actual oilpan part as a separate visible part. The oilpan you see in game is actually part of the engine model. Check the vanilla sunburst and highlight the oilpan part, you'll see no actual part shows up. So even if you remove it from the car it'll still show up because it's part of the engine 3d model: Only reason it doesn't affect that modded version of the sunburst outside BeamLR is because the game has no code to leak oil out if you don't have an oilpan installed. That's something I added myself. In fact you're not supposed to be able to remove the oilpan from cars, that's only possible because of my "advanced part edit" tweaks that it's possible in BeamLR. For the vanilla game the oilpan only has the effect that when you hit it hard enough it can break and then leak oil out. For cars that don't have an actual oilpan part, the engine part itself has some nodes defined as the oilpan that will detect the impact. So long story short, oilpan issue is caused by the mod itself and I can't do anything about it. You could try to replace the vivace oilpan in jbeam with a sunburst oilpan, I don't see why the vivace oilpan is even used in this car if it's just a sunburst. The UI bug will be fixed in next version which I'll release as soon as possible because it breaks the UI for a bunch of cars.
Hmm, is there anything I could do to try and fix that? I confess I don't quite understand this slots thing, since I never edited jbeams or modded the game at all, but I'm a fast learner. I did notice slights differences between the original vanilla Sunburst2 and this modded one I have, could it be that the slots thing? Thanks for the technical response! The lore reason is that Phool is an Indian joint-venture between Cherrier and Hirochi, where Cherrier supplied the engines. So my i3 engine on this rebadged Sunburst is actually the Vivace's i3, hence, the Vivace oilpan. I tried forcing the Sunburst oilpan via the .pc file, but the same leak happens. Do you think that, if I edit the jbeam to add the Sunburst oilpan as an option besides the Vivace's, it could fix? I haven't tried that yet. Actually, I'm gonna try either that or changing the default/only option to the Sunburst's rather than the Vivace's. Don't know how that would play out, though! I only started messing with jbeam files yesterday. Update: Tried forcing a "sunburst2_oilpan" on the .pc file (car0 in beamLR/garage/config) + adding it as an option on the Phool Start's jbeam files for the engines and still got the drainage. I noticed the diesel version has a "sunburst2_oilpan" already on the jbeam, so I'll try it with that.
I fixed it myself already, I'll attach the fixed script to this post, just use the file in the zip to replace userfolder/lua/ge/extensions/blrSlotTree.lua then restart the game and it should fix the part edit UI. As for that other car, editing the .pc file won't fix anything, you need to edit jbeam files. I don't really want to look into this myself because it's not a problem with BeamLR but I'm guessing the mod trying to use a vivace oilpan without the vivace oilpan being aware that it can fit in the "start_oilpan" slot is what breaks things. If the diesel version works you can use the line in jbeam for that oilpan. Basically just replace this entire line Code: ["start_oilpan","vivace_oilpan", "Oil Pan", {"coreSlot":true}], With this one Code: ["sunburst2_oilpan","sunburst2_oilpan", "Oil Pan", {"coreSlot":true}], Keep in mind you need to extract and re-zip the mod otherwise your changes aren't being saved. Although if you're using winrar it'll ask you if you want to save changes made to the archive but idk about other programs. Edit: actually you also need a the new version for blrpartmgmt.lua so I added it to the post, same process as the other one.
That did it. They show up with filenames now. I was trying that and wasn't working... Until I noticed there was a second cluster of data in the same jbeam I was editing, that still had the "vivace_oilpan" info. Now that I switched to the "sunburst2_oilpan", it worked, and the Oil Pan shows up in the part menu, plus no more leakage on BeamLR. Total lack of attention on my part.
Hi, im having an issue where buying parts i can't see names of items, only picture and price for new/used. Another small thing, menus like "Player Stats" are not visible in VR.
Glad you fixed it, you should let the developer of that mod know the vivace oilpan isn't working. I'll check it out, but I do notice a part mod in there so that might be to blame. Tell me which mod it is so I can install it and see if it's a problem with BeamLR or just that mod in particular. Also devs have said before that they don't plan on making IMGUI menus visible in VR so there's nothing I can do about that other than remaking every IMGUI menu into a UI app but unfortunately IMGUI is very convenient to use compared to UI apps as they're basically just lua code so there's no need for them to use things like guihooks to send data and commands between the game engine and the UI.