Transport Fever

Transport Fever

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LNER W1 4-6-4 No. 10000 'Hush Hush'
   
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Vehicle: Locomotive
Tags: Steam, British
File Size
Posted
Updated
43.773 MB
May 8, 2019 @ 1:15pm
May 9, 2019 @ 9:05am
2 Change Notes ( view )

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LNER W1 4-6-4 No. 10000 'Hush Hush'

Description
This is a simple re-texture of SteveM4's LNER W1 locomotive:

https://steamcommunity.com/sharedfiles/filedetails/?id=1534915847

The loco is in its original overall grey livery without lining. All other files are originals by SteveM4 and his intellectual property. This mod is uploaded with his permission.

Maximum speed: 75 mph
Power: 2,500 hp
Tractive effort: 30,000 lbs

NOTE: This mod will work with SteveM4's original W1 mod - if you wish to run both variants together - or independently. Previously the original mod was a required file but I believe the pathing/naming issues have been rectified.

Please comment below if you encounter problems running my reskinned mod.
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10 Comments
SPQR May 19, 2019 @ 6:15am 
@Quince99 my latest mod, industry forecourts, is the one where I've been strictest in applying what I've learned about avoiding conflicts.
SPQR May 19, 2019 @ 6:14am 
@Quince99 I feel the same about seeing the message icon! But I was tipped off about the conflict weirdness because of how my mods conflicted with each other!
Quince99  [author] May 19, 2019 @ 5:40am 
SPQR - Thank you for this information - it is going to be extremely helpful as I look to reskin more models. The info about the CON files is very useful as I was loading and reloading saves for testing and yes, it took ages!

I've got some of your mods installed so will look at those for naming convention and structuring.

Having seen there were 3 comments on this thread I dreaded that people had found new errors or conflicts with this mod!
SPQR May 19, 2019 @ 5:32am 
Also for info - and very useful if you haven't noticed it yet: .con files are loaded each time you click a menu item or option. This means you can experiment with the assembly and parameters of your mod without having to reload a save.

- I'm now wondering if there's somewhere more useful I could post this. Sorry to clog up your comment stream!
SPQR May 19, 2019 @ 5:30am 
In the end, I have resorted to prefixing all my code libraries with the steam mod id number (since we can be sure that's unique) and creating a unique prefix for all files relating to the mod itself unless I'm certain the paths will protect it from conflicts, which it does in very few cases. This means I don't even have to try to discover why some paths cause conflicts and others don't.
SPQR May 19, 2019 @ 5:29am 
@Quince99 I'm glad you resolved the conflict issues. If it's any help (to you or anyone else): different files are compiled and loaded by the game engine at different times. Those that are loaded when the game is first loaded are the least likely to conflict but this (as I think you've discovered) are path dependent. This is why it's possible to have a ton of mod.lua without a problem. .mdl and images (in mods, at least) are loaded when you load a save or start a new game. These are affected by load order and my extensive though not exhaustive testing suggests that even when the paths are obscure and explicit (e.g. you use a require statement with a relative path, rather than just a file name). Since the image in the textures/ui path are used to create menu items, they have to have unique names.
power man May 9, 2019 @ 12:21pm 
i mean quince not steve
power man May 9, 2019 @ 12:20pm 
brilliant steve

sorry for overreaction on the other one
Quince99  [author] May 9, 2019 @ 6:28am 
Details are on the original mod's page in the link above; these are unchanged.
davidmoore668 May 9, 2019 @ 6:26am 
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