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Community Modpack (Updated on 2015-07-02)

PostPosted: Mon Jun 15, 2015 6:06 am
by TrackpadUser
Since Jakgoe hasn't updated his pack in a while, I decided to create a new one.

Mod pack V3.0 (2015-07-02)

It includes most mods made by the community, as well as some minor fixes to older car body mods, like the addition of filtering tags.

If I forgot anything or if something doesn't work properly, please send me a PM or post here.

Please take note that the following mods are not included in the pack:

VMO's mods, due to generalized performance issues.
Badges, since most are only used by their owner.
Various MR hacks, since they replace their front engined variants.


Extract the pack to C:\Program Files (x86)\Automation\GameData

This pack is mainly done for the standalone, while it does work with Steam, I recommend using the workshop instead. If some mods aren't there yet, I recommend nicely asking them to add the mods. :D



Changelog:
V2.0 (2015-06-16) Added Partario's 90s sedan and removed duplicate Maffc midsized wedge.
V3.0 (2015-07-02) Modified the archive to be compatible with the new system.

Re: Community Modpack

PostPosted: Mon Jun 15, 2015 8:55 am
by UMGaming
thanks trackpaduser for doing this

p.s. it saves me alot of time trying to get the mods myself

Re: Community Modpack

PostPosted: Tue Jun 16, 2015 7:20 am
by Nevermore1983
Thanks for this :)

Re: Community Modpack

PostPosted: Tue Jun 16, 2015 9:09 am
by HellBoyBG
FINALLY..... THANK YOU VERY MUCH KINDS SIR :shock: :shock: <3 <3

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Wed Jun 17, 2015 9:40 pm
by Felgen
Lots of great mods in this one. Really appreciate this. :)

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 1:02 am
by Tycondero
Good job. Can this one be stickied? I guess it is useful to know for everyone who wants to participate in challenges that this is now the new standard. Providing this one works of course. Though we might also get steam workshop at some point.

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 2:12 am
by Kev2442
What are the modification rights to these mods ? If I want to publish a modification (year, materials etc), do I have the permission to do that ? Thanks a lot for the modpack BTW.

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 2:58 am
by Pleb
@Kev2442: You would have to contact the owner of the mod you wish to edit, as the respective owners of the individual mods may have different thoughts on whether or not people can change them. I'm sure it would be fine to edit anything for personal use :)

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 5:49 am
by vmo
My badges and the non-saab grille doesn't had performance issues.

I think that my mods will be inproved, because some of my mods will be included in the next updates of Automation.

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 8:36 am
by TrackpadUser
From looking at the size of your files, I think the main issue is that your UVmaps have too many polygons.

The largest vanilla UVMap is 13kb, yours regularly go in the 60+kb.

As for badges, I haven't included any (except Roland's plates) for a few reasons, namely:

-Depending on who made them, they are sometimes hidden far inside threads.
-They clutter the badge section with parts that most will never use.
-A lot of the badges belong to people who are inactive or got permabanned.

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Thu Jun 18, 2015 9:34 pm
by vmo
trackpaduser wrote:From looking at the size of your files, I think the main issue is that your UVmaps have too many polygons.

The largest vanilla UVMap is 13kb, yours regularly go in the 60+kb.

As for badges, I haven't included any (except Roland's plates) for a few reasons, namely:

-Depending on who made them, they are sometimes hidden far inside threads.
-They clutter the badge section with parts that most will never use.
-A lot of the badges belong to people who are inactive or got permabanned.


Ok. Thanks for the feedback.

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Sat Jun 20, 2015 9:47 am
by Boosted7M
How are we supposed to extract this? Do I have to extract each model and part into the respective folders?

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Sat Jun 20, 2015 10:42 am
by TrackpadUser
Extract the directory into:

C:\Program Files (x86)\Automation\assets\meshes for the standalone

C:\Program Files (x86)\Steam\SteamApps\common\Automation\assets\meshes for the public steam release (not beta)

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Sat Jun 20, 2015 10:46 am
by vmo
trackpaduser wrote:Extract the directory into:

C:\Program Files (x86)\Automation\assets\meshes for the standalone

C:\Program Files (x86)\Steam\SteamApps\common\Automation\assets\meshes for the public steam release (not beta)


In the beta works, but the folder is in Gamedata/Camso

Re: Community Modpack (Updated on 2015-06-16)

PostPosted: Sat Jun 20, 2015 7:26 pm
by Kubboz
Please, do not put stuff in the Camso folder, it's for vanilla things, and putting mods in there is not advisable. If you really want these mods now and have the open beta, you should create a new folder for the modpack in the GameData, with a name everyone agrees on (like ModPack), and extract the modpack there.

However, this is only a temporary provision, and you should erase it as soon as workshop support comes (do not count on the car models with mods to be compatible, you'll need to edit their .luas to keep them)