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To use mods you should consider and treat this title as if it were an early access Steam title. There are three to four big updates yearly and many smaller updates. Not all mods will break over a year, but there is a lot of potential for issue. Every game update has many posts from new mod users not used to having to manage their game and mods who have game crashes and other issues. Make sure that any mod is designed to be used for the game version that you are running.
Add one or a few at a time so when things go wrong it's easier to find the culprit.
Read the description and comments on mods before you press subscribe, and I suggest to keep it simple, avoid using mods that more or less do the same thing, like mods that add variety to traffic may also change density,...
Most paint jobs from 1.36 onwards should work on the current version, with a certain exception for the Kenworth W900 that was reworked a few versions ago.
Most interior accessory mods should also work fine, tmk nothing, or not much has changed for quite some time.
Truck mods and in general lighting mods should at least be for like version 1.41 (though the truck mods will give warnings in the game log if they aren't updated for current version), maybe lighting 1 or 2 versions older, not sure when that was changed.
Real company mods, traffic density and general behaviour, money/XP, map mods, and similar need updates with most big game updates.
And to be sure, no mods when doing WoT contracts or Steam achievements. There are mods that work with them, but also many that will make them fail. In ETS just this week someone could not do achievement deliveries due to a real company mod.
I highly doubt that, as long as the mod doesn't change the company.permanent string it doesn't affect a thing. The real company mods I know of, including my own, don't touch that part if the files. They only change the logo texture and in-game name, not the filenames.
SCS are happy for the game and users to use mods, I do not see them ever changing that position. Mod users must be flexible enough to manage mods for mod support as the game is under further continuous development and game developers only develop the game.
Many mods = maybe many issues or crashes = less time to actually play.
Many mods = more time wait for mod updates and fixing to make it work again = less time to actually play.
Yes, mods can make the game more interesting/immersive/what-ever but it comes with a price. Players choice.
Cheers!
Some "classic" cases around here: using a custom truck and/or with custom parts, and saving while on it, and suddenly game is updated but the truck/parts aren't. It may render your save corrupt.
Another one: a map mod that adds garages to vanilla map. If you place employees and trucks in them, the map is updated but the mod isn't, you may lose all employees and trucks you placed there.
About achievements and also events: it may make it harder to unlock them, but not necessarily impossible. If you use one that changes in-game companies to real world ones, and it's required to take a job from/to a specific company, you need to make sure you're going to the correct one. If you're working for event, which usually requires a minimum distance for jobs, and are using a map mod, you must check which is the job distance as provided on vanilla map, and remember only vanilla cities will provide these jobs.
Did this happen with my mod? As far as I know the building logo and price totem in ETS are separate models from the gasstation prefab model, which holds the delivery trigger. That should not interfere.
only a few mods. the most popular ones in the steam workshop like better road, google maps, better graphics and real company names. This has made the game so much better my biggest problem still is the map on the vehicle is too zoom in and almost always keep missing my exit and the voice in the navigation helps but it only says to turn when you are next to the exit. Amazing game overall can’t believe I’ve been living under a rock and didn’t know this was out. The VR experience is also on point is so amazing.
That's why I only use a few mods that I have known for years and that their authors update them relatively quickly. First of all, on each profile there is a mod for difficult economics (without it, I probably wouldn't play at all), as well as mods for real names of companies, gas stations, billboards, better navigation, and sometimes painting trailers.
The fewer mods there are, the lower the risk that they will interfere with the game when it is updated, but for me it is impossible to play without some of them (especially the difficult economy).