1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.30 Bug Reporting thread
    Solutions and more information may already be available.

My Mods Are Gone

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by mumblz, Feb 20, 2015.

Thread Status:
Not open for further replies.
  1. ArmaAK

    ArmaAK
    Expand Collapse

    Joined:
    Dec 10, 2013
    Messages:
    20
    Yeah, but I was really hoping for a way that wouldn't require moving the folder itself. I prefer to keep defaults as they are to avoid problems. And personally, I don't think I should have to move a default folder for one game to work correctly, but I'm not the one in charge here :p. Is there any plan for the future for letting the user define their own folders for BeamNG to pull content from, cache to, etc?
     
  2. randomshortguy

    randomshortguy
    Expand Collapse

    Joined:
    Aug 9, 2013
    Messages:
    1,562
    There may be, I was poking around in the main directory for the game and there's a .ini that allows you to change the directory of something, I can't remember and I'm not at my computer.
     
  3. Th3H3avyH1tt

    Th3H3avyH1tt
    Expand Collapse

    Joined:
    May 12, 2013
    Messages:
    11
    I can't get any of my cars to work to save my life. Even vehicles that have worked fine for months won't load in. I've tried every fix I have seen on here but they keep loading in as a license plate sized little box.
     
  4. Quantiavus

    Quantiavus
    Expand Collapse

    Joined:
    Jan 30, 2015
    Messages:
    28
    So I understand what is happening and how to add mods now, but my Titan plane is invisible. The skeleton is there, the plane flies and works like normal, but its invisible... How do I fix this?
     
  5. randomshortguy

    randomshortguy
    Expand Collapse

    Joined:
    Aug 9, 2013
    Messages:
    1,562
    I think the Titan doesn't include the actual model for the plane, just a temporary cache file. Previously, the game would load cache file then actual model if there isn't a cache, but that caused some problems, so the game now loads from the actual model everytime, and this breaks some mods (primarily ripped meshes from other games). You could try converting it, but for now there's nothing you can do.
     
  6. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    Yes, we changed the cached format from .dts to .cdae. I doubt you could fix it by renaming the .dts to .cdae, but I guess it could be worth trying.
     
  7. Colonel_Potter

    Colonel_Potter
    Expand Collapse

    Joined:
    Aug 20, 2013
    Messages:
    57
    Too much of a pain in the butt to mess with in my opinion to move around mods to get them to work. Probably will just uninstall since I really don't play the game much since it was moved to Steam. Used to like it better when all you had to do is open the game and you were good to go. Now you have to wait for Steam to load up to play. Not worth it.
     
  8. Quantiavus

    Quantiavus
    Expand Collapse

    Joined:
    Jan 30, 2015
    Messages:
    28
    Unfortunately that did not work. Do I just have to wait until someone puts out a download with a .cdae format? I guess I could play with the skeleton on...
     
  9. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    Yes, there is nothing you can do for now except wait for the mod author to release a version with a .DAE. It's their fault for releasing the mod with the wrong file.
     
  10. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Renaming from .dts doesn't work for me. The bottom line here is this thing is a massive work in progress and there are no real conventions being
    followed. Mod and map makers just need to understand their hard work could be history from day one and moving with the changes is the only
    way to make things work going forward. It sucks yes, but what are you gonna' do? I'm done harping on the devs for broken this or broken that.

    I have no control over all of this and am still grateful this program exists at all and most of all, a community that is there to help go through and
    understand all these changes. Rest assured, the devs are not deliberately trying to make things difficult but are searching endlessly for the most
    efficient and realistic way to make this program stable and fun. No doubt they feel for modders and their efforts and only want to make the
    experience BETTER in the long run.

    Hang in there guys, you'll look back on all this and laugh.
     
  11. tomkattt

    tomkattt
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    5
    Hey if there's any Dev's reading this i have a problem you see with my type of computer it has 2 built it hard drives "C: Drive" (Were Windows is installed) and "D: Drive" (For all my personal Files) my Windows hard drive only can hold son much well my D: Drive a 3000 GB of space.... the main problem is the "mods" folders is by default installed on Windows drive and the only way i'm gonna install mods is if it can be used on my personal files hard drive. So if it is possible could a Dev make so we can chose our mod directory example i make a folder named mods on my desktop and open BeamNG.drive and make so its uses the mod in the mods folder on my desktop if so that would be great because right now i'm out of space on my Windows Hard Drive :(

    Thanks!
     
  12. gabester

    gabester
    Expand Collapse
    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    This isn't the best solution, but you can move your Documents folder (where BeamNG.drive automatically stores all its cached files) in Windows. Mine is on my D: drive already. See the tutorial here: http://www.techsupportalert.com/con...rsonal-folders-my-documents-another-drive.htm
     
  13. tomkattt

    tomkattt
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    5
  14. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,152
    I've got a custom map that is currently working with custom meshes that are, for the most part, doing what they're supposed to be doing. The only exception is the tree object, which does not seem to be generating or even applying imposters. I've been building this level in an older build, and they work there, and I even brought along the imposters generated from that build. However, nothing seems to work. Is this due to the new .cdae format? And if so, how do I generate .cdae objects from the existing .dae?
     
  15. minisnooken

    minisnooken
    Expand Collapse

    Joined:
    May 31, 2014
    Messages:
    88
    Do you have to have the mods in their original .zip? I've extracted them all and it'll be a pain to put them back in the .zip.
     
  16. vladmir poopin

    vladmir poopin
    Expand Collapse
    Banned

    Joined:
    Mar 17, 2013
    Messages:
    844
    this isnt working for me
     
  17. freehunter

    freehunter
    Expand Collapse

    Joined:
    Sep 1, 2013
    Messages:
    4
    I'm not sure what I'm doing wrong. I hope the devs see that, no matter what the intentions were, this has caused a lot of problems. Again, why is this change better than what we had before?

    I'm still having trouble. See the screenshot here: http://i.imgur.com/OIBkrp3.png

    I have copied all of my levels into the new folder structure, but the only ones appearing in game are those that are zipped. I most certainly do not want to have to zip all of my vehicle files.

    **actually now it's crashing every time I try to load a map, even a default map. I guess I'll reinstall and see what happens.
     
    #57 freehunter, Feb 24, 2015
    Last edited: Feb 24, 2015
  18. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    You don't have to put the official maps in the mods folder. Only the ones you downloaded. And the one you downloaded must be in a ZIP file (and it need this structure : ZIP > Folder named Levels > Folder with Map Name > Map files)
     
  19. YarnevdLoo

    YarnevdLoo
    Expand Collapse

    Joined:
    Aug 8, 2014
    Messages:
    9
    Hi,

    I've used to put the mods in the E:\Program Files (x86)\Steam\SteamApps\common\BeamNG.drive and then in content. I do this because my C disk is almost full and don't want to "overload" it with maps and vehicles, so am I still able to place the mods in the content folder?

    Kind Regards,
    YarnevdLoo

    Omg I'm so stupid I forgot to read! The awnser is just like 2 reactions above mine :/ :3
     
  20. crazycrazy

    crazycrazy
    Expand Collapse

    Joined:
    Feb 25, 2015
    Messages:
    1
    Ok so i read through the thread and either i missed something or no one specified. I have the steam version and I drop the cars and maps still zipped into their correct content folder and nothing shows up. A friend of my said to create separate folders under the main beamng folder for them and they still never showed up. There is also a lot of confusion on if i need to leave the mods zipped or not.
     
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice