Page 1 of 4

Locomotion Mods

Posted: 01 Apr 2020 23:02
by Shadowknight1166
So I am new to this whole "mod" thing and people have listed in their posts this "locomotion depot" is there any particular steps I need to do in order to get the modded vehicle into the game or is it automatically in the game? Please let me know. Any advice is welcome.

Re: Locomotion Mods

Posted: 01 Apr 2020 23:35
by Shadowknight1166
And another thing, do mods apply to all maps or only custom made maps?

Re: Locomotion Mods

Posted: 02 Apr 2020 00:11
by Zakos
The object files or .dat files that you get need to be put specifically in the Objdata folder within the Locomotion folder. The objects aren't added into games automatically because the scenario and saved game files are already finished.

There are a few ways to put them in. You can, as you mentioned, make custom scenarios and everything you add to Objdata will be shown in the editor for new projects. You can also go to the editor and load an existing scenario which will allow you to add in the objects if you prefer to mess around on the existing maps. Also, you can find LocoMod here which allows you to add objects into already established saved games. It's the least stable, though, so take caution if you use it.

Re: Locomotion Mods

Posted: 02 Apr 2020 00:32
by Shadowknight1166
By load existing scenario, meaning like North America West Medium?

Re: Locomotion Mods

Posted: 02 Apr 2020 01:03
by Zakos
Exactly, just go up a folder when you're loading a landscape in the editor. I've done it tens of times on Feed Flintrock.

Re: Locomotion Mods

Posted: 02 Apr 2020 15:33
by Shadowknight1166
So it takes me to a list of various things, which one is the "Loco" mod you speak of?

Re: Locomotion Mods

Posted: 02 Apr 2020 16:03
by Zakos
LocoMod is at the bottom. You don't need to use that specifically, it's just an option.

Re: Locomotion Mods

Posted: 02 Apr 2020 16:56
by Shadowknight1166
It says edit saved games, what does that mean and on this loco depot site with what is available to download, is there any way to view screenshots of what is available to download?

Re: Locomotion Mods

Posted: 02 Apr 2020 17:05
by Shadowknight1166
And another thing: On a completely different post, it says you move the dat files into the obj data folder, do you need to do other things on top of that to get the mods into the game?

Re: Locomotion Mods

Posted: 02 Apr 2020 17:16
by Zakos
Yes. That's where object files are stored. You'll notice that the only files directly in the Locomotion folder are the readme and a few others; everything else is separated into folders. The game only checks Objdata for object files, so that's where they need to go. If you look in that folder it should only be a bunch of .dat files and no other folders.

Everything on the download page is available to download. Just click on the link for the tool and it'll take you to a page with the option to download in English or German.

Specifically, what it does is it takes a saved game and lets you select new objects to use in that saved game only. It's useful if you want to use new mods but you don't want to start your game over. This is in contrast to the other option, modifying the scenario itself. Changing the scenario in the editor won't put mods into your existing save files, which is why Mek made the tool.

Re: Locomotion Mods

Posted: 02 Apr 2020 17:46
by Shadowknight1166
So does it apply to vehicles only or both vehicles and structures. Because that would be nice. To not have to create a new saved map just because my current doesnnt have the mods that I want. And by objects and structures, more specifically like creating new buildings and or industries.

Re: Locomotion Mods

Posted: 02 Apr 2020 17:46
by Shadowknight1166
And by unstable, is it going to cause harm to my computer?

Re: Locomotion Mods

Posted: 02 Apr 2020 17:58
by Shadowknight1166
On a completely different note, regarding dat files, is there a way to view screenshots of the downloadable files prior to downloading them because it would be nice to see what I am going to download to determine whether or not I want to download it.

Re: Locomotion Mods

Posted: 02 Apr 2020 18:19
by Shadowknight1166
So its not working for me. I dont know if its because I have messed up the file type or what so how do I restore the files I have messed up to their original state?

Re: Locomotion Mods

Posted: 02 Apr 2020 18:36
by Shadowknight1166
So to go more in depth about my last post, it says file type is not yet supported, any ideas why? I messed up the files but got them back to dat files but I dont think they are the same and I dont want to delete every single file just to find how to get the originals back in normal dat format.

Re: Locomotion Mods

Posted: 02 Apr 2020 18:38
by Zakos
Shadowknight1166 wrote: 02 Apr 2020 17:46 So does it apply to vehicles only or both vehicles and structures.
It should work for both.
Shadowknight1166 wrote: 02 Apr 2020 17:46 And by unstable, is it going to cause harm to my computer?
It won't do anything to corrupt your computer. By unstable I mean it sometimes won't load a saved game at all and doesn't give a reason. Also, the scenario editor usually automatically selects everything required by the object along with it (correct track type, 3rd rail/electric wires, sound files that you can't see, etc.) whereas you have to do that yourself with LocoMod.
Shadowknight1166 wrote: 02 Apr 2020 17:58 On a completely different note, regarding dat files, is there a way to view screenshots...
Screenshots aren't posted on Owen's Locomotion Depot, but usually the original topics that the mods were posted in (the US Megapack topic for instance) contain some previews. The big ones often don't because there are too many examples to list. I believe the Megapack has over 1000 vehicles in it, as an example.
Shadowknight1166 wrote: 02 Apr 2020 18:19 So its not working for me. I dont know if its because I have messed up the file type or what so how do I restore the files I have messed up to their original state?
What specifically isn't working? LocoMod or a different tool?

Re: Locomotion Mods

Posted: 02 Apr 2020 18:41
by Shadowknight1166
Or does the editor not need to run on its on and it applies to the game in game? I apologize for the multiple posts, I just am confused and have many questions. As I said, Im new to this whole "mod" thing and dont want to have to start a whole new game with the new mods inserted. So again, do I need to run the editor separately or does it work in game? And another thing, when I have it installed, my custom scenarios do not show up in my load folder, is that supposed to happen or not?

Re: Locomotion Mods

Posted: 02 Apr 2020 18:54
by Zakos
LocoMod is a separate program and you need to edit and save your changes before using Locomotion again for anything to take effect. If you have it set up correctly it should show this screen
LocoMod.png
LocoMod.png (47.33 KiB) Viewed 1181 times
and then show a bar above with "File" as the only option.

Re: Locomotion Mods

Posted: 02 Apr 2020 19:27
by Shadowknight1166
It does that. Then I dont know what to do next? Do I need to open anything? Or is it set to where any changes I make in scenario editor will apply to my already saved game?

Re: Locomotion Mods

Posted: 02 Apr 2020 20:10
by Zakos
Go to open the saved game (I assume you already did), select objects, and save it. Everything should be in the game when you load it next time. However, for new vehicles to show up, they need to be checked off under the companies tab.