Children In Need 2014

As we are now into October I am going to release some details on the Children in Need charity trailer that will be released in November.

For those of you around last year, you will know that I released a trailer to people who donated to me for CiN2013, this year it will be a little different. Rather than releasing only to people who donate, the trailer is going to be released publicly on Friday 15th October when the fund-raising event will be held and anyone who wants it is free to it.

The trailer in question will be the same model I have used for the Malcolm/Stobart Charity trailer in the Malcolm and Stobart trailer mods and will take on a similar style. On one side (and the back doors) there will be a basic design while the other will feature a list of names of people & their VTCs who have donated £1 or more. For privacy sake only the first name and last initial will be shown, or if you prefer, a nickname can be used.

At the time of writing this the skin for the trailer is 99% complete and is just awaiting the names of donators. However I have chosen not to show the skin at this time, as in the past I have seen people show off a skin made for charity purposes and some other a-hole has come along, replicated the skin and released it as their own. So I do hope you understand that I won’t be previewing the skin until the week of Children in Need.

Before making a donation, please read the following carefully. 

Donation Guidelines

  • When sending the donation please remember to send it as “to friend or family” if you do not do this, Paypal will consider it a business transaction and tax your donation. Donations in the UK are TAX FREE, so please do remember to use the “send money to friend or family member” option so that the full donation amount is received.
  • Donations will be accepted from now up to 10am (GMT) Wednesday 13th November. After this time, I cannot guarantee being able to add names to the trailer as I will need the time to plan the layout of the names side of the trailer.
  • Use the message box on Paypal to tell me how you would like your name/nickname to appear. If you don’t include this information, I will simply use the sender name Paypal gives me.
  • For those of you who run a VTC you may also include that. Alternatively you may use the name you have given your ETS2 company if you wish. Please understand that not all VTC names maybe appropriate for this. See below.
  • To send a donation please use Alex’s email (my own personal Paypal is very busy, and I don’t want to miss any donations.)

VTC Names

  • As I mentioned above, not all company/VTC names maybe appropriate for putting on the trailer. For obvious reason no company name that sounds in any way inappropriate will be put on the trailer.
  • Like wise, if your VTC is name after a real company, there could be legal issues with putting it on the trailer. So any such name would have to have VTC at the end of it to avoid any confusion and potential legal issues.

If there’s any questions please feel free to ask via the comments or the email above.



All mods shown on the blog are free to download from their respective pages unless otherwise stated.

All content hosted on this website is my own work unless other wise stated.

Usage: My mods are free to the community, you may share them at will so long as credit is given, the files are not edited and the original dropbox link should be used to allow people to update as necessary if they download from other locations.

Important Notice: My mods are made to be compatible with the latest updates. I will not support older versions, as I feel there is no valid reason not to update if you have a legitimate copy.


If for any reason you need to contact me direcly please do so via:
This goes for private requests, notice of errors or donations.


Do I take requests? Absolutely. You can contact me via this page, my Facebook Group, my Google+ page, or Youtube.

While not all things can be modded, feel free to ask, if it can be done I will try.

1. Don’t post asking “can you make a mod for me?” – This serves no purpose, simply tell me what you want, then I will let you know if it can be done.

Please be clear and precise about what you’re after.

2. If it’s a replica of a real design please include HIGH QUALITY photos with your request. A front shot, a side shot, and a rear shot if possible. These are necessary to properly replicate a truck or trailer.

Photo basics: A general rule is to only use images that are a minimum of 700x500px, close up and in focus. If I can’t see it, I can’t copy it. This is particularly important if you want correct fonts used for text.

I simply don’t have time to search for pictures, every time someone asks for a request. If you don’t post any, I simply won’t do it.

All work here is the Interlectual Property of Christopher J. Klavins and is protected under the I.P. Act.
Replicas of real liveries are used under the Creative Commons License.
All mods are used at your own risk.


Lee Distribution

By request, a Lee Distribution skin.

Normally a simple design like this should be a five minute job with a little extra to do all the behind the scenes files… I spent just over an hour looking for the “King’s Lynn” font. Skinning maybe easy, but sometimes the most time consuming thing is trying to make sure the correct fonts are used when possible.


RR Transport, Laysoft, & Stobart Trucks Page Update

Two new (standalone) trailers to go with existing DAF skins have been added to the company/trailers page.

First up is a Lay-Soft trailer to go with the Horseshoe DAF.



We also have RR Transport & Storage to go with the DAF released a few days ago.




I have also rearranged the Stobart Trucks Page so that the skins are now ordered by truck brand, then by name. The name will either be the girls name, or special brand (Oakfield, M-Sport etc.)

Hopefully this will make it easier for people to find a specific truck skin if they aren’t interested in the truck skin pack.

M & J Haulage + Updates

First up there has been a few skin updates to fix issues.

The Stobart & PC Hamilton Scania T skins have been updated to shrink the dds file. Due to the size of the file (over 20mb) it may cause slow downs on less powerful systems when the skin tries to load. This also means a significant reduction in space for the mod as well.

The classic Stobart skin on the classic Volvo has also been updated as I had forgotten to colour the wind kit on the front corners. Since I was making it for Ohaha’s tweak mod, I neglected to colour them as the real thing doesn’t have those bits of aero. This is now fixed so people without Ohaha’s mod can have them appear in the green rather than looking out of place in white.

A M & J Haulage skin has been added for the classic Volvo.


My wish list

Over the past few months I have been thinking about what I would love to see in ETS2 and of course looking long term for ETS3 whenever that may by.


One of the first things that comes to mind would be the in game companies. To me this is something that needs a complete overhaul.

We first need more companies. For a game that spans most of Europe and expanding into the missing areas with DLC, the small amount of companies is quite noticeable. So not only would it be nice to have more, it would be amazing if there were also country specific companies. We all know that some companies are quite prevalent in the EU, where as other companies aren’t generally seen out side of their country of origin. Even Stobart who are quite well known in the UK are not that big outside of the UK. Yes they do EU runs and they are expanding into the EU, but they really don’t hold much of a presence out side of the UK at this time and this is something I really think needs to be looked at for the future.

Having companies that are very popular within one country but rare in mainland Europe would be a good way of replicating real life. The thing about this is, it could be done in ETS2, it would be very easy for them to add new companies that only have depots in specific countries, though it would be harder for them to limit deliveries from that company to stay within a certain area with only a few rare out of country drops.
Along with the addition of companies I would like to see a greater array of company styles. Right now the company models are pretty basic, there’s a couple of factories, a farm, a lumber yard, the quarries, building site, and then the ones that just look like warehouses and they don’t vary too much. The only real stand out of the bunch would be Trameri that resembles a postal office depot.

What I would like to see is variety and better replicated depots/loading bays. When it comes to approaching companies in real life, they nearly all have gate houses where you need to stop both on entering and exiting to show your papers. This is completely ignored in ETS2 and something I think would benefit the game in a realism sense for having it added. The best part about this is that it would be a fairly easy add to the game if SCS wanted to do so as the mechanics of it isn’t that dissimilar to the toll booths.

Going back to the variety side of things, we have several drop points that look similar to warehouses but nothing that even remotely resembles shopping centres. Kaarfor and Sellplan in the default game I believe are meant to be shopping centres which is why they only have incoming cargo and no out going. But they look like no shopping centre I have ever seen. We need some variety there, 50keda’s Aldi/Lidl mod is a great example of a supermarket, as is the Bauhaus used in Promods. We also need more in the cities in the game which brings us into map size.

Finally I think for the variety side of things, we need airport and rail depot drops. Not all companies chose to ship their freight exclusively by road. Some overseas cargo, particularly mail, is often sent by air. Then there’s the rail containers as well. All things that need to be looked at more closely and improved upon.


Map Size & Cities

One of the biggest flaws in ETS2 is the map size. On the surface the size looks pretty good, but when you start to look deeper and focus on cities specifically you start to see issues creep in which is all related to map size. Now, I am not one of those 1:1 ratio nutters looking to sit at the PC for 6 hours just to drive from London to Manchester, but I do feel the map scale needs to be re-evaluated for any future ETS title.

In most real cities, regardless of their size, there are several areas. Deep in the centre we have the commercial sector, usually off in one corner is the more industrial areas with some residential as you move out and away from the city. While the residential aspect is unnecessary, I do feel there isn’t much of a commercial/industrial split and I would love to see a more commercial city with varying levels going from your more shopping centre style areas to warehouses and a separate area that is purely industrial. To do this on most of the map would require a slightly large map scale, and while the current style is okay for some cities, when you get to the big cities like London it just comes off as underwhelming.



One of the things that really need an overhaul are the game trailers in general. We need some more variety in the types, some SDC trailers, Tear drops/aero efficient trailers, different style of fridges, and brands will all add to the realism. I understand that is more of a licensing issue, but as SCS grows these things become more of a possibility.

One of my biggest gripes for these trailers is the way they have been UVmapped. Now admittedly this is more of an issue to the mod side of things, but the UVmapping and skin linking is extremely limiting when it comes to skinning. We are stuck with trailers that you can only paint a single side and it’s one file fits all for a company meaning you’re very limited in style as you have to make sure that the skin suits each type of trailer. In UKTS each trailer in a company had it’s own skin style and you could paint each side of the trailer individually, for any future title SCS really need to go back to that style of mapping.

While on the trailers thing, UK law is currently ignored in ETS2. For the rest of Europe the trailer is registered separately so has it’s own number plate, but in the UK it is considered as part of the truck and as such is legally required to have the same number plate as the truck. This is something that really needs to be added into the game.


Truck Accessories

While we have a pretty good selection, there are mods out there that just show how much better this area could be. One of my biggest gripes for trucks are aero kits. We simply don’t have a choice. Taking Scania as an example, the Highline R has no wind kit what so ever, where as the Streamline does. What I would like to see is this stand removed and have the wind kits as accessories that we can choose to have or not, add to this the front grills and side windows panels of the Scania. Some versions are plastic, some are painted and some in the case of the Streamline are chrome. Give us some choice here, give us the ability to select what type of grill or side panel we want and when we want painted variants the ability to fully skin it.

When it comes to skinning I would much rather have some separate dds files for parts like wing mirrors than having them all mapped into the bottom left corner of the main file. I don’t always want my wing mirrors to be the same colour as the painted strip on the sun-shield. Throw the skinners a bone please.


Pre-Allocated Jobs/Quick Jobs

Now this one is something that really could improve realism. In the early stages of the game when you don’t have your own truck, you pick a quick job, complete it and then are zapped back home. It would be far more realistic if you are given a job, and then have two or three more jobs lined up that will bring you back home. So for example, lets say I am based in London I may get a job from Stokes, they want me to take a load from their London HQ to Carlisle. While on the road you will get an email letting you know that your next drop will be from X company in Carlisle or a near-by city like Glasgow, to somewhere else or back to London. So after dropping your first load, you have to drive to the next pick up and move on. Once you return to London you can then choose a different company to do a delivery for. The best part about this is that you really have to manage your time well, because if you are late with one drop, it would filter down to the later drops.

I would also like to see an option for non-return jobs. For example: Lets say I want to do a job for Posped, but the nearest Posped depot is in Birmingham. On selecting my Posped job option, a quick list could come up asking me if I want to quick travel or take a non-return job from a London company to Birmingham.

When we do finally get our own truck, we should be able to pick our next job while on a job. So when we reach our destination we can immediately pick up our next load if we are on time with our previous delivery.



Something many people want is the ability to do multidrops, multidrops are very common in real life, particularly with supermarket/shop drops. I don’t think I really need to go into detail with how multidrops would work, but a larger map size would also benefit this option.


Owned trailers

Since we can buy our own garages, give us the ability to name, skin and use our own trailers. In these cases rather than dropping off the trailer we keep it with us and can travel with an empty trailer to pick up a new load elsewhere or even at our previous drop point. It’s a much asked for option and one I certainly would like to see as well.


Hired Drivers/Fleet

When it comes to missing features, the ability to track your hired drivers is a huge one. I would love to be able to switch to a page in the manage section that shows the maps and little GPS dots for the location of your drivers. If they were to implement this, they could then go one step further and add in Hired Driver trucks on the road. If the game was to be able to generally track your hired drivers, it could then spawn them, complete with custom parts and skins, on road in the event you caught up with them or pass them going the other way and then allow them to “flash” you as acknowledgement.

Another part of the hired drivers is the unfortunate limit, for those who want to buy all garages and hire drivers, sooner or later you will hit the limit. What I would like to see is the ability for us to create new drivers within the UI that allows us to name, age and give an avatar for new drivers. The game could then give the new driver randomly assigned stats to avoid people modding drivers to a 10 rating and making them cheap to hire.


Paintable AI Traffic

Since we can skin trucks, it would be wonderful if there was an option to allow AI trucks to use random skins that are part of our game either as the game defaults or our added mod skins. While it would mean changing the UVmap of the AI models, it is possible and really shouldn’t be too hard to implement. However, it would increase the performance needs of the game so it would need to be a togglable option and this could also be extended to include buses and transit vans.


The AI

Oh god. Even after the big AI update, the AI does some shocking things. In some cases they completely ignore right of way which leads to being t-boned on T junctions, roundabouts and merging lanes.

First lets discuss Merging lanes. In the UK if a lane is merging you are meant to move in to the lane at the earliest convenience. In reality most drivers are ignorant and just drive all the way to the end, which is the reason we end up with tail backs when lanes merge much of the time. In ETS2, when a lane merges, if you are in the existing lane and the AI is next to you, 70% of the time the AI will drive into the side of the trailer because it waits until the last moment to merge and instead of giving way, just ignores your presence and hits you. In reality, what the AI should do is slow down if along side and merge in behind you, not try to drag race you to the end and merge regardless.

Roundabouts. In the UK you give way to the right. In the game, the traffic gives way randomly to random vehicles. At no time should a driver stop in the outside lane, but for whatever reason in the game, AI vehicles will stop in this lane if a vehicle is in the inside lane blocking their exit. What they should do is either adjust their speed so they can filter in behind them, or if need be, drive around the roundabout again. Likewise I have seen AI traffic stop on the inside lane because a car on the outside lane crossed lanes to exit, and even though there was no reason for the AI to stop (in some cases it doesn’t even need to slow down) it does so.

In other cases, I have been coming through a roundabout and the AI and the next exit is completely ignorant of me and either pull out causing me to t-bone them or wait until I have passed and then t-bone the trailer.

At T-junctions I have had cars give way as they should until I start to pass them and then just pull out into me as if they had forgotten I was there at all.

For the most part, the AI isn’t too bad after the 1.9 patch, but these issues still exist and need to be addressed.



One of the biggest flaws in the realism aspect is that there is no working tachograph. Right now we are given X hours to drive and then we have to sleep for X hours. In real life there are of course a lot of rules in regards to breaks and driving times. One thing I feel needs to be done is have a working tachograph so that any time you turn off the engine, the driving hours stop counting down. This will not only allow us to have breaks after few hours, but it will mean that we can get our full driving hours as well.

If they wanted to take it further, they could even include a selectable time option for your rest break to wiggle the time on rather than just the default 9hrs.


I’m sure if I really thought about it, I could add a lot more to this, but I think this post has gone on long enough.