Farming Simulator 25

Farming Simulator 25

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Mods converting
Is here someone who can convert FS22 mods to FS25 correctly?
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Showing 1-15 of 28 comments
illgib Jan 29 @ 12:56pm 
Best option it's always ask the mod author first, maybe he's already working on it.
Rainka Jan 31 @ 4:31am 
Or ill do it myself :D
Is it hard and what do i need for doing that?
Get the Giants editor. It's what all mods are made from. And am fairly sure converting from one game version to another should work.
Originally posted by Rainis:
Or ill do it myself :D
Is it hard and what do i need for doing that?
its easy. all you have to do is learn everything GIANTS changed in the game from FS22 too FS25. Shouldn't take you that many weeks .)
Originally posted by joridiculous:
Originally posted by Rainis:
Or ill do it myself :D
Is it hard and what do i need for doing that?
its easy. all you have to do is learn everything GIANTS changed in the game from FS22 too FS25. Shouldn't take you that many weeks .)

There are different editors for each game version. And each new version has a built in conversion system from last game to present game. In other words,. Create a folder for the mod you want to convert. Open the FS22 mod in it's editor and choose "Export all files. export into the folder you created. Now open editor for FS25. GoTo Files->Import mod. The mod will open in FS25 editor. Now "export all" to another new folder. Now zip the files in that last folder export from FS25 editor. Put that mod in mods folder for FS25 game. Wham, bam, you have a converted mod. I'm not the sharpest tool in the shed. So if I can do it, so can you.
illgib Jan 31 @ 1:03pm 
Originally posted by swiftdeath60:
Originally posted by joridiculous:
its easy. all you have to do is learn everything GIANTS changed in the game from FS22 too FS25. Shouldn't take you that many weeks .)

There are different editors for each game version. And each new version has a built in conversion system from last game to present game. In other words,. Create a folder for the mod you want to convert. Open the FS22 mod in it's editor and choose "Export all files. export into the folder you created. Now open editor for FS25. GoTo Files->Import mod. The mod will open in FS25 editor. Now "export all" to another new folder. Now zip the files in that last folder export from FS25 editor. Put that mod in mods folder for FS25 game. Wham, bam, you have a converted mod. I'm not the sharpest tool in the shed. So if I can do it, so can you.
And won't work.
Originally posted by illgib:
Originally posted by swiftdeath60:

There are different editors for each game version. And each new version has a built in conversion system from last game to present game. In other words,. Create a folder for the mod you want to convert. Open the FS22 mod in it's editor and choose "Export all files. export into the folder you created. Now open editor for FS25. GoTo Files->Import mod. The mod will open in FS25 editor. Now "export all" to another new folder. Now zip the files in that last folder export from FS25 editor. Put that mod in mods folder for FS25 game. Wham, bam, you have a converted mod. I'm not the sharpest tool in the shed. So if I can do it, so can you.
And won't work.

Been doing this since FS2013. Have brought over several mods from FS2019 to FS22 without an issue. This is on a pc. So can't say about other platforms. Haven't got FS25 yet. I never buy a game new. I wait about a year, so bugs and glitches and be worked out. From what I can see FS25 only adds 2 things of major change. Helper AI has been improved. And some interaction with NPCs. So can't see why there should be an issue with FS22 mods working on FS25. As long as they don't mess with NPC behaviors.
Originally posted by swiftdeath60:
Originally posted by illgib:
And won't work.

Been doing this since FS2013. Have brought over several mods from FS2019 to FS22 without an issue. This is on a pc. So can't say about other platforms. Haven't got FS25 yet. I never buy a game new. I wait about a year, so bugs and glitches and be worked out. From what I can see FS25 only adds 2 things of major change. Helper AI has been improved. And some interaction with NPCs. So can't see why there should be an issue with FS22 mods working on FS25. As long as they don't mess with NPC behaviors.

This may work with some mods, but not all. It would depend on the mod. Some mods are simple, or provide many of their own resources to reference and should transfer over ewasily, but others may be reliant on something in FS22 that isn't in FS25 (Certain resources for equipment that isn't in FS25 like the rollers that can be raised and lowered in FS22). So each mods would have to be carefully gone over, and in some cases completely rebuilt. There certainly are more than a few mods and maps in FS22 I would love to see in FS25, but those mods would likely need a lot of editing to get them to work.
Originally posted by swiftdeath60:
Originally posted by joridiculous:
its easy. all you have to do is learn everything GIANTS changed in the game from FS22 too FS25. Shouldn't take you that many weeks .)

There are different editors for each game version. And each new version has a built in conversion system from last game to present game. In other words,. Create a folder for the mod you want to convert. Open the FS22 mod in it's editor and choose "Export all files. export into the folder you created. Now open editor for FS25. GoTo Files->Import mod. The mod will open in FS25 editor. Now "export all" to another new folder. Now zip the files in that last folder export from FS25 editor. Put that mod in mods folder for FS25 game. Wham, bam, you have a converted mod. I'm not the sharpest tool in the shed. So if I can do it, so can you.
and that is how you "make" a non properly functional, mod.
The scripting is different, there are more stuff with the graphics, etc etc. that exporting a mod will not convert.
Originally posted by joridiculous:
Originally posted by swiftdeath60:

There are different editors for each game version. And each new version has a built in conversion system from last game to present game. In other words,. Create a folder for the mod you want to convert. Open the FS22 mod in it's editor and choose "Export all files. export into the folder you created. Now open editor for FS25. GoTo Files->Import mod. The mod will open in FS25 editor. Now "export all" to another new folder. Now zip the files in that last folder export from FS25 editor. Put that mod in mods folder for FS25 game. Wham, bam, you have a converted mod. I'm not the sharpest tool in the shed. So if I can do it, so can you.
and that is how you "make" a non properly functional, mod.
The scripting is different, there are more stuff with the graphics, etc etc. that exporting a mod will not convert.

You just don't get it. The new editor for the present game version knows the previous version. When it exports, it makes the needed changes to old to work with new. I have converted mods from FS13->15, FS15->FS19, and FS19->22. There are times when some mods don't convert right. But the fix is usually minor. Finding the cause is the challenge. Ultimately, the easiest way to convert a mod is to wait for someone else to convert it. Then use that one.
glenn52 Jan 31 @ 9:52pm 
Originally posted by swiftdeath60:
Originally posted by joridiculous:
and that is how you "make" a non properly functional, mod.
The scripting is different, there are more stuff with the graphics, etc etc. that exporting a mod will not convert.

You just don't get it. The new editor for the present game version knows the previous version. When it exports, it makes the needed changes to old to work with new. I have converted mods from FS13->15, FS15->FS19, and FS19->22. There are times when some mods don't convert right. But the fix is usually minor. Finding the cause is the challenge. Ultimately, the easiest way to convert a mod is to wait for someone else to convert it. Then use that one.
Conversion feature of latest GE is not yet available.
Originally posted by swiftdeath60:
You just don't get it. The new editor for the present game version knows the previous version. When it exports, it makes the needed changes to old to work with new. I have converted mods from FS13->15, FS15->FS19, and FS19->22. There are times when some mods don't convert right. But the fix is usually minor. Finding the cause is the challenge. Ultimately, the easiest way to convert a mod is to wait for someone else to convert it. Then use that one.

No, it makes a raw conversion where everything required for working correctly with the new version is missing. The editor can´t add things that where not required in the previous version but are required now in the new version. This is how all these buggy half-a55 mods end up on 3rd party modsites, buggy auto conversion.

Even the now required ai scripting stuff will be missing - and downloaders will end up here asking why the 3rd party mod vehicle refuses to work with the new ai.

The "converter" does only one thing - grab the vehicle you want to edit and created a copy with some updated argument replacements. Nothing else. As a raw number 1/3 of the required conversion work will always be missing.
Last edited by Lord Nighthawk; Jan 31 @ 10:14pm
illgib Feb 1 @ 12:10am 
Originally posted by swiftdeath60:
Originally posted by illgib:
And won't work.

Been doing this since FS2013. Have brought over several mods from FS2019 to FS22 without an issue. This is on a pc. So can't say about other platforms. Haven't got FS25 yet. I never buy a game new. I wait about a year, so bugs and glitches and be worked out. From what I can see FS25 only adds 2 things of major change. Helper AI has been improved. And some interaction with NPCs. So can't see why there should be an issue with FS22 mods working on FS25. As long as they don't mess with NPC behaviors.
Have you ever checked the log after the "conversion"?
I tried a couple of times when i started modding years ago, and it always ended with half xml commented, and it took three times to manually correct the converteer errors than doing the work all alone.
Converting for 25 it's generally easier, but more tricky in other parts, especially the shaders.
The only thing the autoconverter doing right it's keeping the materials id's, but that's it.
Last edited by illgib; Feb 1 @ 12:12am
i miss a lot of good old tractors from the last century :-(
Why they dont bring a DLC pack from this era including machines too ?!
Last edited by kubanskiloewe; Feb 1 @ 12:14am
illgib Feb 1 @ 12:21am 
Originally posted by kubanskiloewe:
i miss a lot of good old tractors from the last century :-(
Why they dont bring a DLC pack from this era including machines too ?!
I miss small machines as a whole, everything it's too big, while the maps are generally medium/small size.
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