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Скачать или смотреть HOW TO EDIT A FS22 MOD TO WORK FOR YOU!!!! TWO EXAMPLES (EASY AND HARD) | Farming Simulator 22

  • The Mature Simmer
  • 2022-10-13
  • 6985
HOW TO EDIT A FS22 MOD TO WORK FOR YOU!!!! TWO EXAMPLES (EASY AND HARD) | Farming Simulator 22
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Описание к видео HOW TO EDIT A FS22 MOD TO WORK FOR YOU!!!! TWO EXAMPLES (EASY AND HARD) | Farming Simulator 22

I wanted to make a mod I really, really love usable on a map it was not designed for so I needed to redesign it. I share what I learned in the process to help you do the same.

00:00 Intro
00:24 Why might you want to consider this?
00:47 Disclaimer
01:43 Preparing to edit a mod
02:16 Hunting for the most likely spot you need
02:39 Defining my first problem
03:16 How I found the place to make the edit
03:53 Guidelines for solving the issue
04:47 Making the edit
05:02 How to save the edited mod
05:34 Summary of process for editing a mod
05:52 Shifting to a much more complex example
06:35 Defining my problem begins
07:05 Expect to spend time researching
08:11 Getting into the default settings
08:56 Explaining what I wanted to change and the why
10:15 Diving in to VIPOrderManager.lua
11:00 This mod has pieces that make debugging easy
11:48 My areas of focus found
14:00 How I modified the factors
16:05 Explaining how the defaults impact things
20:33 Adjusting the file for types unique to your chosen map
21:52 Explaining the early level adjustments
22:48 Setting changes to make during debugging
23:13 Changing a map's default owned fields
25:11 Why I chose not to use corrections
25:32 Why you change this setting during testing
27:42 Mod author's decision on decreasing payout impact
30:14 Another area to be aware of
30:31 How I will use this
31:08 Disclaimer emphasized
31:46 Example of using files to debug begins
32:23 In game testing view
32:45 Drivers of how I know it is OK
33:54 Tradeoffs of time versus perfect
34:20 Look far enough to notice issues
35:55 Settings needed for test
36:11 Examining the log.txt
36:31 Filltypes population
36:44 Allowable filltypes
37:08 Validating filltypes
37:55 Understanding order generation details in log file
40:05 How things change way down the debugging file
42:23 Finding unknown types in XML save file
43:18 How this can mean you edit mod per map
44:05 End note

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