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Mod Manager not keeping some 3rd party mods "active"

Discussion in 'General Discussion' started by B3_Burner, Apr 15, 2021.

  1. B3_Burner

    B3_Burner
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    Joined:
    Mar 13, 2019
    Messages:
    402
    This issue has so many complex sidenotes, I'm not even sure where to begin. I'll just simply say that there are certain 3rd party maps/levels that if I activate the mod, play it, then close game, then reopen game, go into mod manager again, it's been deactivated again -- without my doing so.

    Doesn't do it on all, but I've noted it on Roane Co. Tennessee, Southern Hwy, CrashHard 2.0.
    Ironically, ECU lighted, and WCU lighted, do the opposite. I deactivate them, close game, open game back up, and they're re-activated without my doing.

    So point being, the mod manager has a mind of its own and seems to activate and deactivate my stuff willie-nillie. Anyone else having this issue?

    Also, having issues with changes made no longer being recognized by my Documents/BeamNG folder in my separate F-drive external harddrive-- such as levels I've saved in the world Editor. I have a feeling this is related to the article I read on v0.22 and up having a different file structure-- which okay, maybe makes sense...

    ... but unfortunately I tried to read that thing twice/three times, and it made absolutely no sense to me.
    What exactly is different now-- that isn't as simple as C\Documents\BeamNGDrive\etc. etc? (or in my case F-drive and everything else thereafter?

    I transferred some files to Appdata\local\something or other... and others to F\Documents\0.22.1.

    I have multiple duplicate files all over the place, and have no idea what's what anymore.

    Do I need to delete all my files and do a complete re-install from Steam to get this working right again?
    Should I only be running this off the C-drive and not telling it to go to an external harddrive?
     
    • Like Like x 1
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