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Posted

Hello, 

I'm currently working on a farming vehicle mod in FS22. The mod is designed by KMN Modding, ooTheMan. It is a r4045 sprayer mod that has a John Deere tractor's command arm which is different from the actual r4045 command arm. I found a similar looking command arm in other default john deere vehicles. for eg. JD Harvester has a pretty close cab interior to sprayer's interior. I opened i3D files for both the vehicles and under scenegraph and checked which transform points directly to the cab of the respective machine. I tried interchanging the cabs by placing the files where they should be under the exact folder. I could see the changes I made to the mod but it won't function correctly in game. . Also when I take the file to blender and make changes to interior of the vehicle cab, the mod won't open in game or completely crash the game. I'm assuming some part of the interior is stitched to the xml or lua code as in if I make changes to mod and when it works in the game it won't let me access indoor camera view while I'm riding the vehicle. WHAT IS THE CORRECT WAY TO TREAT A MOD AND MAKE CHANGES TO IT? PLEASE HELP. 🙂  

  • 4 weeks later...
Posted

Sorry just saw your message. When you say you imported/exported the file to/from blender there is a bit to this process. Not sure how familiar you are to fs22 modding. Is it possible you can join my discord so I can have a quicker access to dms?  If the giants editor crashes there could be many reasons. One is if skinning is used on the model and things are moved. Here’s my discord invite. 
 

https://discord.gg/kr3RJHx9

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