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For the steering wheel, you will have to make your own new mod for that. It was likely not included by the truck mod author because it is DLC. Steering wheel defs are found in "def\vehicle\truck\(make.model)\accessory\steering_w\" and if you look at one of the *.sii files in that folder you should see how to format it.
You could try adjusting the camera manually in your profile file but I wouldn't recommend it. It's too easy to break things in there. And you will need a way to decrypt it. You will still have to make a mod for the steering wheel though.
For the seating position, that's easily enough modded.
The location for the files you'll need to edit are at:
In that directory, there may or may not be a file called 'seat.sui'. If there is that's the file you need to edit. If there isn't then you'll need to either edit the interior definitions for each available interior or setup each interior definition file to include an external file and add the relevant parameters into that file.
The parameters you'll want to edit are:
Throw me the link for the truck mod and I can help you through it.
[edit]
Nope. Separate steering wheel modelling is only a recent feature. Game still supports the old pre-feature method of steering wheel modelling. Quite a few mods out there are still pre-feature and retain the original steering wheel modelling.
Well you seem to know more about modding than I do so I will let you help him and get out of the way.
Oh, as Hypertext has already pointed out (and as it seems you might already have figured out) - you can certainly edit the default seating position from the camera definitions and that will suit your purpose as well (perhaps even better as then every new truck of that model you buy will have the new default position).
The edits I had pointed you to in my post were for the seating adjustment limits, rather than the default seating location. Your choice, obviously, which way you might want to go with it.
Also here is the Frieghtliner Century I use: http://www.modsats.com/freightliner-century-1-28-x-ats/
I will warn you though the website isn't very secure. I don't know why ATS mod sites are all riddled with issues.
Btw I do know how to swap engines and sounds in trucks, and have tried adding kriechbaum's Cummins ISX sounds in this truck, but I never got it to work. I've successfully added an N14 to another truck before but I cant get the sounds to change on this Frieghtliner. But thats an issue for another day.
Nothing's wrong with the steering wheel in this Frieghtliner Century, I just want to swap it out for a nicer steering wheel from my steering wheel creations pack.
Yes, hence why I suggested perhaps Hypertext's suggest to edit camera default location a better idea than mine.
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That's why I run an HTTP filter plugin in my browser ;).
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If you can't change the wheel out in the service shop (no steering wheel node available), then it can't be done without some heavy remodelling of the truck's 3D model.
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For a start...
Replace all the:
array labels in the engine definitions with:
then remove any of the:
array declarations from all of the sound definition files.
While you're at it, you may want to replace the:
parameter label with the now correct:
array label in all the existing sound definitions, so you can get your Jake brake sounds.
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The problem is actually that if any sound definitions exist that don't explicitly declare a suitable_for[] array the game will treat that sound definition as a default that will override any defaults[] array defined in the engine definitions. Under certain combinations of declared/undeclared suitable_for[]/defaults[] arrays the game's behaviour when loading sounds can become indeterminate.
[edit]
Oh and I should add that there is now a newer spec for declaring the sound definitions to be used in an engine definition - using the 'overrides[]' array in the engine definition as detailed above.
[/edit]
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Personally, when I add my own engines into other truck mods, I usually just delete all the existing mod's engines and sound definitions and be done with it.
I was trying to get the ISX 15 sounds from the kriechbaum W900 soundpack and strangely I swapped the Century's sound with the default W900's sound. Didn't sound bad but the W900's sound, which is obviously a CAT doesn't match with my ISX-powered Century. So I undid the changes.
I mean the default T680 and 579 sounds aren't bad, they just sound more like a PACCAR MX-13 than a Cummins ISX. MX-13's are very quiet compared to the ISX. Also I'll try some of those code suggestions and swap some of the things you pointed out. I assume with default[] replaced with override[] it allows other engine sounds to be used on the truck instead of the default sounds?
Regarding the steering wheel, thats the conclusion I came to as well. It's not a separate model, it's modelled with the truck, so the truck would sort of have to be remodelled I assume.
So, I literally took out the sound out of all the engine's (Freightliner Century\sound\truck) and replaced them with an ISX 15 sound from the Aradeth Volvo VNL and the sound is still the default T680. I'm not fully sure but it seems like somewhere in the truck's engine files it keeps referring to the T680 engine soundset no matter how you change the engines in the truck's own soundset.
@include "/def/vehicle/truck/common_sound_int.sui"
suitable_for[]: "isx12_370.fred.engine"
suitable_for[]: "isx12_400.fred.engine"
suitable_for[]: "isx15_400.fred.engine"
suitable_for[]: "isx15_450.fred.engine"
suitable_for[]: "isx15_500.fred.engine"
suitable_for[]: "isx15_550.fred.engine"
suitable_for[]: "isx15_600.fred.engine"
Start from a fresh truck to make sure the savegame isn't affecting the loaded sound from a previous test. Go back to a save prior to having bought the truck, buy a fresh truck, test, edit, go back to the prior save...
BTW, the mod all looks fine from this end... just sayin'.
[edit]
remove each of the suitable_for[] lines entirely.
Something you can try if you're still willing - first to avoid any potential issues with overlooking simple stuff:
IF you haven't done this already, extract the mod into a folder in your mod folder. Name the folder as you like of course, I use 'truck.freightliner_century' as reference.
Move the archived mod out of there so you don't confuse the two in the mod manager. From now on when I refer to the mod I mean the extracted one that's now in your mod folder, not the archived original one.
Delete all the existing engines. In the 'def/vehicle/truck/fred/sound' folder, make a new folder and call it 'cummins'. Rename the 'interior_isx.sii' and 'exterior_isx.sii' files to 'isx15_int.sii' and 'isx15_ext.sii' respectively and move them into the new 'cummins' folder (this is just to keep the sound files organised and easier to identify which is being used by which engine).
While you're at it, may as well create a new folder for each of 'caterpillar', 'detroit' & 'paccar' also.
Rename the files:
'interior.sii', 'exterior.sii' to 'mx13_int.sii' & 'mx13_ext.sii' - move into the 'paccar' folder.
'interior_1.sii', 'exterior_1.sii' to 'c15_int.sii' & 'c15_ext.sii' - move into 'caterpillar' folder.
'interior_cat.sii', 'exterior_cat.sii' to 'c13_int.sii' & 'c13_ext.sii' - move into 'caterpillar' folder.
'interior_dd60.sii', 'exterior_dd60.sii' to 'dd60_int.sii' & 'dd60_ext.sii' - move into 'detroit' folder.
Double-check you've removed all 'suitable_for[]' lines in all those sound files.
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This is my ISX15 engine defintion adapted for this truck:
Copy/paste into a new file 'isx15_450.sii' in the 'engines' folder.
You should also edit the 'def/vehicle/truck_dealer/peterbilt/peterbilt_4.579.sii' file to reflect the changes made with engine & sound def names & paths.
- Change engine accessory to 'isx15_450.sii'
- Change interior & exterior sound accessory pathnames to match.
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Start the game, make sure to activate the new mod in mod manager, load your profile. Select and load a save that goes back prior to having bought this truck. Buy & test the truck. Pull up the console and check for any related error messages.
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Now, assuming success at this point, you could start bringing the other engines you might want back in from the original mod, editing them to reflect the new sound def locations and replacing their 'defaults[]' array labels with 'overrides[]' array labels - and whatever other sounds etc.