![]() Game needs to be up to date for the latest mods to show. I am curious, do I need to do something to 'register' the other mods in the game, to make them seen by it? I know that it's built in where you can download them directly now (it is back offline again and standalone at this time), but lets say that you want one that isn't on Giants site? I know it can be sketchy, but ppl do it all the time, or did with 19, isn't it still possible to do with 22, regardless of it being built into the game now? Might there be a setting or something that I missed which would allow them to be shown? Thanks for any suggestions, this is a weird one. I give this background because I am having a big issue with mods, which is that only one of the 20 or so that I have moved into that mods folder actually show up when I am starting a game. During the install, somehow one of the choices didn't appear to stick, because most of it appears to be on the D: drive (~22GB) but under the normal C:\users\games\FS22\ directory, there's about 800 meg of stuff, 600 of which is the mods directory where I'd put all the mods I was planning on using. I was trying with this build to keep almost everything other than the OS off of the boot drive, which is a m.2, and have directed everything I can that I installed after that to go onto the D: drive, including FS22. I understand that you can in the game now download mods directly, which is neat and all that, but I have already downloaded a number of them onto a USB drive and moved them over to the computer. It includes some features available already through the game console commands but now easily accessible and also the addition of many new. It can also assist with gameplay setups or however you wish to play the game. So, I've started playing, I didn't do the patch to it yet, as I know they nerfed the prices of a number of things like eggs for example, so I'd like to build up some resources before I apply it. Easy Development Controls is designed as a testing tool for modders, mappers and content creators. ![]() returns the pallets as a whole, the size of the output area corresponds to the acceptance area of the. This requires (in most cases) a special hanger. Well, it took a bit more work than I wanted to deal with, but I decided that I wanted to try this, so I managed to temporarily get the new system connected to the internet and registered. Wait for GIANTS Software to bring up a ModHub fix: The dev team is aware of the issue and is working on the solution. The buildings accept all common pallets and give them out again.
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