Just a quick poll to see what tutorial you would like to see updated for Blender Tools.
So the issue is this: (Screenshot taken from m1keY’s latest video posted on SCS forum)
As you can see for some reason some prefabs seems to want to spawn random vans none stop. What annoys me more is that this company (in Osnabruck; Germany) is not only spawning multiple clones, but is force spawning a van that shouldn’t even be in that country at all in this case.
At first I thought it was a Promods issue as all the people having the issues were Promod users, when I tested Jazzycat’s mods I had no issues myself and I don’t use Promods any more. So it seemed the logical culprit. However it would seem it is Jazzycat’s AI traffic.
Now here is where it gets odd, there are no shared files in mine/jazzycat mods so there really shouldn’t be a conflict of any kind, however for reasons unknown Jazzycat’s pack will cause the above issue.
The best theory I have is that because jazzycat’s traffic is set to spawn more than mine but set to allow_parked: false that the game just over populates with the next available vehicle.
The solution appears to be to make sure my AI van pack[s] have priority over Jazzycat’s in the mod manager.
Jeavons has been updated to fix a unit name issue. This is a suggested update as it will cause conflicts with Verhoek if not updated.
Maritime has now been removed from the Truck Skins page and moved to the Combos page. It now includes two trailers, two truck skins (DAF E6 & Actros 2014) as well as AI combo.
The following mods have been updated with Blender Tools and should now be OpenGL compatible.
Ex-Stobart Skin (lightbox)
Stobart Trucks Main Pack (lightbox)
Stobart April Skin (lightbox) Ohaha Volvo
Painted Scania Intake
Painted Renault Premium Grill
Painted Renault Magnum Grill
A new video tutorial has also been added and covers how to make an SCS Trailer 2 side paintable.
(Please note: At the time of posting, the video was still processing. Give it time, 1080p will come)
EDIT: Updated to 5.0.1 as of 14:30 UTC for a bug fix.
Well it took me a bit longer than planned. But the BMM has now been updated to version 5. This version is what I always wanted the BMM to be. Not just the main livery skins but the construction skins.
It’s no secret that I am a Stobart spotter, so the BMM is a mod that often gets over looked in favour of changes to the BSM instead. This mod is now as I want it to be, and the new construction AI vehicles are some of my favourites I have made and a big thanks to that goes to Blender Tools and some random fuzzbuttian.
This mod has also been remade via blender tools so should be OpenGL compatible if it wasn’t before. Just as an additional note; I have added 3 lods to the Scania AI in hopes that it will prevent older systems lagging, there are lots of lights on the Scania (132 + stock lights) so I felt it important to add full lods and not just one lod as I normally do.
Trailers are both AI and player accessible. The Volvo 2012 will get additional updates in the future (Kelsa bars and extra lights, though not to the extent of the Scania).
Some time ago I started working on some new skins for the ATS van pack. Blender Tools has reinvigerated my desire to mod. As a result six new companies have been added. TidbiT which was previously missing is added, and 5 of the smaller companies seen on the city building prefabs have been added.
So the main bulk of the mods are now updated through Blender Tools. As a reminder, the reason I have done these updates even though I previously made the mods 1.27 compatible is because BT allows full compatibility with OpenGL.
There are still more mods to update, but these are minor updates such ass the odd accessory in smaller packs. I am aware the Big Malcolm Mod hasn’t been updated yet, it’s a rather large mod and is taking a bit more time than I planned, hence why I decided to release the last batch with out it.
Final Mods Update:
PSG & PSG Defunct
Thompson Plant Hire
Whyte Crane Hire
Yorkshire Tea (and remember to enable the other 3 AI skins.)