Euro Truck Simulator 2

Euro Truck Simulator 2

Real Traffic Density ETS2
GUIDE: Edit traffic mods to work with Real Traffic Density
To make motorcycles, sports cars, classic cars, BDF trucks added by other mods use the special rules from RTD, you will need to rename a file inside these other mods.

Remember that you will need to rename the file every time you update, replace, or add a new traffic mod that adds these traffic types.

General info
Open the traffic pack .scs file from your Documents\Euro Truck Simulator 2\mod folder, or the Steam Workshop file
C:\Program Files (x86)\Steam\steamapps\workshop\content\227300\[id of the mod]

An .scs file is a renamed .zip file so you can use Winzip, 7-Zip, or another archiver for this. In the case of a Steam Workshop mod the mod will either be loose files in folders, or it will be inside of a .zip archive.

Update June 2024: recently, the new HashFS v2 format for mods was released, which means .scs files cannot all be opened by a Zip client any longer. For those files you will now need to use a HashFS v2 extractor to unpack the entire file into a folder. Use SCS Packer ( https://modding.scssoft.com/wiki/Documentation/Tools/Game_Archive_Packer ) or the extractor here: https://github.com/sk-zk/Extractor
Then follow the rest of the steps.

Inside the archive or Workshop folder go to \def\vehicle\
There rename the traffic_storage_type.identifier.sii or .sui filename,
where type is car or truck and identifier is the mod internal name.

Leave the identifier, e.g. jazzycat_moto or classic_tm, as is and also do not replace the .sii or .sui extension.

Only edit car or truck types.
Never edit any other traffic_storage files like those that begin with traffic_storage_car_city, traffic_storage_car_custom, traffic_storage_bus, traffic_storage_police, or traffic_storage_trailer_truck.

Motorcycles
Motorcycles are any kind of two-wheeled traffic. An example is Jazzycat's motorcyle traffic.

In the case of Jazzycat's motor traffic, open motorcycle_traffic_pack_by_Jazzycat_version.scs and go to the \def\vehicle\ folder, then rename the file to this:
traffic_storage_moto.jazzycat_moto.sii

BDF (box) trucks
BDFs, box trucks, or lorries are traffic trucks where the cargo is part of the vehicle, not articulated trucks. An example of a mod which adds this traffic is Jazzycat's Painted BDF Traffic Pack

In the case of Jazzycat's mod, open painted_bdf_traffic_pack_by_Jazzycat_version.scs and go to the \def\vehicle\ folder, then rename the files to this:
traffic_storage_truck_bdf.jazzycat_bdf.sii


Sports Cars
Sports cars are vehicles like Lamborghinis and Ferraris, racing cars. These will want to drive at or above the speed limit in nearly all cases.
TrafficManiac has mods for this for ETS2.

Make sure the entries under \def\vehicle have the name traffic_storage_sport such as this: traffic_storage_sport.tm.sii

Classic Cars
Classic cars are old timers. They will drive below the speed limit a lot of times and less aggressively.
TrafficManiac has a pack for this but you could also for example set Jazzycat's Russian Traffic to this.

classic_cars_traffic_pack_by_TrafficManiac_version_base.scs
russian_traffic_pack_by_Jazzycat_version_base.scs

Make sure the entries under \def\vehicle have the name traffic_storage_classic such as this: traffic_storage_classic.classic_tm.sii
traffic_storage_classic.jazzycat_rus_traffic.sii


Parking
Assuming you've already edited the base traffic packs as per the above instructions, to also get them to appear on parking spots you may need to edit the actual vehicle files. Not all mod authors disallow parked vehicles, but for example Jazzycat and Trafficmaniac do tend to block vehicles by default.

Open the traffic pack base .scs or .zip file and extract the entire \def\vehicle\ai folder somewhere.
Using Notepad++ (or another text editor that can find and replace across multiple files at once), open one of the .sui files under \ai\ or a subfolder of it.

Press ctrl+h to open the Replace dialog and go to the 'Find in Files' tab.
Find what: allow_parked: false
Replace with: allow_parked: true
Filters: *.sui

Select 'Follow current doc.' and 'In all sub-folders'.

Click 'Replace in Files' and let it finish. Once done, close Notepad++ and put the entire \ai\ folder back in the .scs or .zip file, overwriting if asked.
If the mod was a HashFS v2 file, use SCS Packer to repack, or alternatively use a ZIP client to re-zip the entire folder under extracted.and rename it back to the original filename with the .scs extension.

You will need to repeat this step every time you download a new mod or an update.
最近の変更はErbkaiserが行いました; 2024年6月10日 5時55分
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Cipus  [開発者] 2021年4月13日 12時02分 
very good with little corrections:
- motorcycles: the car_city file shall remain unchanged, those are the sccoters that drive inside cities. moto_city will not work so you will have no scooters
- bdf pack: you should not rename the list of trailers, only the trucks. the great advantage of bdf stored as bdf trucks is that you can allow them parked (in their def/vehicle/truck folder set allowed_parked: true from false to all trucks). if you do this without BDF set as separate trucks parked BDFs will take any semi trailer and will be a mess.
-you can rename the storage files inside the archives no need to unpack/repack so it's very easy and it takes less than 5 seconds to rename
Cheers, edited.

I added the repack thing just in case since some people may accidentally unzip everything.
Cipinho の投稿を引用:
very good with little corrections:
- bdf pack: you should not rename the list of trailers, only the trucks. the great advantage of bdf stored as bdf trucks is that you can allow them parked (in their def/vehicle/truck folder set allowed_parked: true from false to all trucks). if you do this without BDF set as separate trucks parked BDFs will take any semi trailer and will be a mess.

Hi,

I need to re-confirm on the allow_parked: True. So,in order to make every BDF trucks possible to spawn as parked vehicles, I have to change all the .sui files in def/vehicle/truck folder, is that correct?

Another question is, after I renamed the corresponding files above, will the mod recognizes Jazzycat's traffic packs instantly and apply the traffic spawn logic/parameters accordingly to Jazzy's traffic packs?
Cipus  [開発者] 2021年4月13日 15時12分 
yes you need this, just take out the def part of the mod and using notepad++ open one sui truck file from def/vehicle/truck and just replace allow_parked: false into allow_parked: true then make this change in all files (select find and replace in files and chose the directory where you unpacked the def part. once done add back the files in the pack abd you are fine to go. don't forget to rename the storage files for trucks otherwise as trucks they will go parked with any semi trailer attached
Cipus  [開発者] 2021年4月13日 15時30分 
in case this is not enough for bdf to appear parked, you need to edit one more file from base game/hookup/unit/parked_vehicle.sii
I modified this file for you and attached here:
https://controlc.com/9936446b
just take this and add it into a sii file with title parked_vehicle.sii and add it in a mod with folder structure like this: unit/hookup or in an existent mod like the bdf pack itself or another mod that you do not change often.
in this file you can also add allowed_vehicle[]: "classic" or even sport just under every allowed_vehicle[]: "car" and edit also sui files from packs and change allowd_parked: false into true. in my game I did it for most of the classic cars and some sport too
Nice. I've made a small pre-prepared mod for that. https://steamcommunity.com/sharedfiles/filedetails/?id=2456829256

Vanilla file with parked BDFs, sports cars, classic cars added. You'll still need to edit the actual car packs.
what about the standard jazzycat ai traffic mod, do i need to change something in there too?
Not unless you want to filter out the high end cars for sports cars, which isn't easy as everything is in the same file for that mod.
aha thanks, most of the time i can't figure out if a mod does what it should do lol.
i edited the bdf pack, but i have no clue if it works.
que confusao meu deus
Cipus  [開発者] 2021年4月14日 9時13分 
easiest way to check, you open your gamelog after the profile loaded and check the list of vehicles. these are listed by type, for example I have:

00:00:25.972 : Loaded traffic vehicles of type 'truck_bdf': 646
00:00:25.979 : Loaded traffic vehicles of type 'moto': 66
00:00:26.031 : Loaded traffic vehicles of type 'sport': 347
00:00:26.082 : Loaded traffic vehicles of type 'classic': 265

abput the parked_vehicle mod, not sure if this is a good idea to have a separate mod, with all type of vehicles. if someone for example do not use sport cars, the gamelog will show constantly a lot of errors
Hello, thanks @Cipinho for this awesome mod and @Erbkaiser for your posts.
Would it be possible to view a complete list of the variables of traffic vehicle types ? Since there is no tutorial anymore on how to set this mod up properly, I will confess for myself I didn't know anything until Erbkaiser mentioned it.
Cipus  [開発者] 2021年4月15日 13時34分 
all 4 types are in the mai post of Erbkaiser and the 4 types are in my previous post (norm ally these come at the end of the list)
-iwnw- 2021年4月15日 17時05分 
Okay, thank you so much!!
KG79 2021年10月4日 19時16分 
Sorry for the maybe stupid questions, but as an example the file in the painted bdf pack is already named like this:

traffic_storage_truck_bdf.jazzycat_bdf.sii

But still gamelog shows me:

Loaded traffic vehicles of type 'truck_bdf': 0

So what am I doing wrong? Should I better name it traffic_storage_truck_bdf.sii?
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