Euro Truck Simulator 2

Euro Truck Simulator 2

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Danielx64 Jan 7, 2017 @ 3:53am
Can you turn mods on and off without breaking your save?
Yeah I discovered that if I uninstall a DLC and try to load my profile the game will complain and not let me carry on till I install that DLC again, will the same thing happen with mods?
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Showing 1-13 of 13 comments
room217au Jan 7, 2017 @ 3:58am 
That depends. If it is a truck and you remove that truck from your mod folder and load the save game with that truck, the game should 'fallback' to your default truck. Meaning whatever "preferred truck design" you chose when making the profile.
Trailers.. Hmm.. I think it's okay as long as you aren't in the middle of a delivery when you save.
Maps.. Could be a big problem.
Danielx64 Jan 7, 2017 @ 4:03am 
Originally posted by room217au:
That depends. If it is a truck and you remove that truck from your mod folder and load the save game with that truck, the game should 'fallback' to your default truck. Meaning whatever "preferred truck design" you chose when making the profile.
Trailers.. Hmm.. I think it's okay as long as you aren't in the middle of a delivery when you save.
Maps.. Could be a big problem.
What about something big like promod (I think it called that)? Being upfront here I never used a mod at all with this game.
room217au Jan 7, 2017 @ 4:08am 
map mods are more prone to game breakages. For instance, you park your truck at some town that isn't on the vanilla map and you remove the map mod. The vanilla map may not contain the co-ordinates where you parked the truck and therefore may complain to the point of refusing to load the game.
Danielx64 Jan 7, 2017 @ 4:12am 
Thank you for the insight :) I think I will stick with my vanilla game - not sure if I really want to risk anything :)
room217au Jan 7, 2017 @ 4:17am 
There's plenty of geography in the vanilla map with the three DLCs from SCS.
Any DLC obtained from SCS will never break the game.
Bobby Jan 7, 2017 @ 4:38am 
Got lots and lots of mods on the go. Tyres, better street lights,truck lights, full interior mods, snow falling and on roads, engine sounds and things like skins and better traffic and more varied traffic.
If you disable a mod generaly it's a red exclamation mark (warning that a mod is disabled) when you load. Click continue and it loads just fine. At worst it's a reset and your parked at your garage like a game update from SCS. It's only major mods that will mess up your game. But it's simple to get around that by making a save **PRIOR** to enabling a mod and then mess about with it to see if you like it or not. Then just reload your save named; Prior to new mod, for eg.
orb Jan 7, 2017 @ 7:29am 
If you want to turn on and off mods, I think It's better to use a separate profile: one vanilla or almost vanilla (I always add mods which remove the visualization of barriers and replace activation zones with drain covers, graphics or weather, route adviser, photo camera) to have it for playing in new public_beta or right after update of public or for doing WoT contracts, and another profile with map mods, trailer mods, truck mods, accessories mods, which may be unusable for some time after the game update. All profiles you create can be connected to the same WoT account if you want for example sending there screenshots from your game.

Graphics mods, model replacement mods or mods that don't change the world very much (weather, day, HUD, camera) won't break the game when disabling or enabling them. Trailer mods and map mods will usually make the game cancel the job you are doing and park the truck in your garage (unless your home garage doesn't exist) after disabling them.
jimmyhig1326.jh Jan 7, 2017 @ 7:54am 
yeah, was running xmas themed trailers until yesterday, removed them and all it did was send my truck back to depot
Wolfpig Jan 7, 2017 @ 8:10am 
It is quite easy to remember one thing.
If a mod changes something on the map (like mapmods) or the trucks itself, it can happen that the save will not be usuable without the mod if not proper stuff is done.

For example, if you add accessoires to your truck with a mod, you would have to sell that stuff (it is the same with truck mods itself) before removing the mod...if that is done properly the save should be save in 90% of the time.
всем привет,киньте команду для манифеста мода что бы сделать его необязательным
James Apr 15 @ 10:51pm 
I turn PM on and off all the time. For reasons like adjusting to convoy sessions and current game version. Just keep good profile-back-up discipline.
uni790 Apr 15 @ 11:05pm 
Anything that adds an asset(any object) into the game world can break your save with it being removed, as the game will try and load the thing that's missing. If you remove the asset from the save(selling trucks, accessories etc. first, the save may be alright)

As a general rule, you NEVER remove mods from a save(regardless of the game), they fairly often leave traces behind causing errors that can eventually snowball into huge problems.

EDIT: and I just noticed it was a necro thread....
Last edited by uni790; Apr 15 @ 11:05pm
James Apr 15 @ 11:25pm 
Originally posted by uni790:
EDIT: and I just noticed it was a necro thread....
Lol, I didn't realize either, oh well... (actually it is still very current/topical).
Last edited by James; Apr 15 @ 11:27pm
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Date Posted: Jan 7, 2017 @ 3:53am
Posts: 13