Portland / Vancouver

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Walter1940
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Re: Portland / Vancouver

Post by Walter1940 »

Loconoob wrote:Anything specific you'd like to see added to the map? :D
Yes .. please publish a "no mod-Version".
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Re: Portland / Vancouver

Post by Zakos »

And add it to the first post, perhaps? :wink:
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Re: Portland / Vancouver

Post by Loconoob »

oh geez sorry it took me so long to get back, i hadn't realized it'd been a month. ermmm, i thought that the one i did post was mod free... is it not letting you guys download it? I am still trying to perfect this map releasing stuff sorry for any inconvenience. I'll put it on the first post too :)
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Re: Portland / Vancouver

Post by Walter1940 »

Loconoob wrote: ermmm, i thought that the one i did post was mod free... is it not letting you guys download it?
No, it's not free of mods. I've not tested how many mods are in there. Sorry
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http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/
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Loconoob
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Re: Portland / Vancouver

Post by Loconoob »

I really am getting bad at getting on the forums often... is there any way i can make it non-modded w/out having to restart all over again?
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Emperor Darth Sidious
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Re: Portland / Vancouver

Post by Emperor Darth Sidious »

I don't know if you have to start all over again to make it mod free, but what you can do is make a list of the mods that are needed to play the map. If you have done that, any player can take the mods out in the scenario-editor to make it the way they want...
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Re: Portland / Vancouver

Post by Emperor Darth Sidious »

Well, I can't edit my previous post...so I make a new one.

The only modded things in this great lookin scenario are a few US houses, I have seen them before, they can be found in this pack on AMItrains if I'm correct: http://www.amitrains.co.uk/downloads/vi ... 5/110.html

--- Buildings ---
BLDUSAP1 : BLDUSAP1.dat
BLDUSAP2 : BLDUSAP2.dat
BLDUSH02 : BLDUSH02.dat
BLDUSHT1 : BLDUSHT1.dat
BLDUSS01 : BLDUSS01.dat
BLDUSSO1 : BLDUSSO1.dat
BLDUSSO2 : BLDUSSO2.dat
BLDUSSO3 : BLDUSSO3.dat

I found them via Locossa, but they are easy to get out and to make the map completely mod-free...

Regards,

Erik
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Re: Portland / Vancouver

Post by Zakos »

As long as you have a copy of the blank landscape, then just take out the US buildings in the scenario editor.
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Re: Portland / Vancouver

Post by Emperor Darth Sidious »

Zakos wrote:As long as you have a copy of the blank landscape, then just take out the US buildings in the scenario editor.
I know what you mean Zakos, but even then you must first have these buildings in your ObjData Folder before you can remove them from the scenario...If you remove them from the scenario (so uncheck them) and then save the scenario then it's completely mod-free !
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Re: Portland / Vancouver

Post by Zakos »

Emperor Darth Sidious wrote:I know what you mean Zakos, but even then you must first have these buildings in your ObjData Folder before you can remove them from the scenario...If you remove them from the scenario (so uncheck them) and then save the scenario then it's completely mod-free !
Considering that he put them in the scenario to begin with, I don't think having them in the Objdata folder will be a problem :wink:
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Re: Portland / Vancouver

Post by Emperor Darth Sidious »

Of course it won't be a problem...but you see, there are actually players who play the game completely free of any mod, and completely free of any modded vehicles, I didn't believed that until I noticed 2 or 3 people who did :lol: ...When I released the valuables mod there where a few people who asked if I could make a few standard vehicles for the mod hahahahaha :mrgreen: and I did, because everybody should be able to have fun playing the game in their own way !
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Re: Portland / Vancouver

Post by robo »

The easiest way is probably not to install the complete pack (although it's a good pack, but it changes a lot of things), but to simply extract the Provo_Utah_Scenario.1.0.6.exe manually with a tool like 7-zip, search for the few missing buildings, put them in the locomotion object folder temporary to deactivate them in the mapeditor.
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