References

Mod Manifest

Using the Mod Manifest, you can define how your mod will be presented in the in-game Mod Manager.

 

Mod Name

String only (i.e. use characters, numbers and spaces only). No limit on length but keep it concise so that users known what exactly your mod is offering. We recommend no more than 40 characters.

e.g. Volvo FH16 2012 Eddie Stobart Skin, VTC Name Traffic Pack, UK Trailer Skin Pack etc.

 

Mod Author

String only (i.e. use characters, numbers and spaces only). No limit on length. We recommend no more than 20 characters. You make this your real name, your steam name or your forum name.

e.g. WerewolfCustoms

 

Mod Version

String only (i.e. use characters, numbers and spaces only). A sequential numbering system is recommended.

When you first release a mod, it will be v1.0.

When you update it, you can give it a higher version number; e.g. v1.01 or v1.1.

It helps users know if they are using the latest version or not.

 

DLC Dependencies

Here you can select any game DLCs which are required by your mod.

Simply tick those that are required. Majority of mods won't rely on DLCs.

NOTE: To manually add a DLC into the available DLCs list, open your MS2 directory (Main toolbar > Open MS2 directory) and navigate to: Data > ModData > SCS > Lists. There are two files in there that you can edit: dlcs-ats.xml and dlcs-ets2.xml. Open them with a text editor to add missing DLCs.

 

Mod Category

There are 18 valid categories which you can select from.

NOTE: At least one category must be selected. Do not select more than two! If you select more than two categories, only the first two from the list will be used.

truck  a truck model mod
trailer  a trailer model mod
interior internal truck cabin changes mod
tuning_parts  any part of a vehicle mod (e.g. chassis, engine etc)
ai_traffic  ai traffic mod
sound  sound mod
paint_job  any vehicle skin mod
cargo_pack  any type of cargo mod
map  a map mod
ui  user interface changes mod
weather_setup
weather mod
physics 
any vehicle physics mod
graphics 
graphics mod
models 
models mod (e.g. a building asset etc)
movers 
unknown
walkers 
character mod (e.g. pedestrian)
prefabs 
any object used in the game world is considered a prefab mod (e.g. border crossing, a building, road works etc)
other 
any mod which does not fit under any of the above categories

 

Compatible Version

Here you can define what game version your mod is for. You can use this to limit which game version(s) your mod supports. You can add multiple game version numbers in this field (one per line). You can also use wildcards to define versions.

However, we do not recommend locking your mod to a specific version, as users will not be able to use your mod as soon as a game gets updated above the version you wrote in this field (i.e. leave this field blank by default).

Version can be written in following formats:

1.43.*
1.44.1
1.44.2

If the * (star) wildcard symbol is used, this means all sub-versions are supported for that version.

 

Mod Icon

This is the icon/thumbnail image that is shown in the Mod Manager and in the Mod Details window. Your mod icon can only be in .jpg format with the exact size of 276px (w) by 162px (h).

 

Mod Description

This is the description of your mod that shows up in the Mod Info window. Description text length is not limited. You can also format your mod description using colour tags.

List of available colour tags:

Tag Result colour
[red] #FF2626
[green] #75FF00
[blue] #12ABE5
[normal] Default font colour used in UI
[white] #FFFFFF
[orange] #FFAE00

 

For example:

[red]Hello [green]Wor[orange]ld

Will result in: Hello World

 

Multiplayer Optional

In simple terms:

Ticking this box will set this option as true (set by default). This means that your mod will not be required by a convoy server or host session in order for a client to join the session.

Unticking this box will set this option as false. This means that your mod will be required by a convoy server or host session in order for a client to join the session. More details can be found on the following SCS Software blog post under the heading "Optional Mods Support for Convoy".

We recommend keeping this ticked.

 

Environment Mod Internal Name

This is an advanced user setting. Read on for more detail and to have a better understanding on how this setting affects your mod.

If creating several project templates in one mod, then you may wish to give your mod a unique internal name. When you do this; rather than Mods Studio 2 creating logical names for certain folders and random filenames or random internal names for AI traffic def files etc, then Mods Studio 2 will use your mod internal name instead. This will keep your mod neat and tidy, but more importantly it will help prevent conflicts in your mod.

If this setting is left blank (recommended unless you understand what you are changing), then Mods Studio 2 will create all folder names logically and create random unique internal names where required in definition files.

When we have more time, we will provide examples here :)