#Virtual Destinations not showing up [TSW6Editor]

199 messages ยท Page 1 of 1 (latest)

foggy sparrow
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Hi everyone,

Thanks again for assisting me when I moved to the TSW6 editor. My timetable is fully working and all 202 services are currently able to be fully completed. I am also able to succesfully cook the mod now in the TSW6 editor. Everything works good so far, but I am looking at one particular issue: I have added a number of virtual destinations in both the original StationDirectory (ZwolleGroningen) and I copied over the StationDirectory and added it in my project folder (plugins/dlc/awake24/Scenery/Stations/StationDirectory is in there), I have added the custom stations in both of them, but whatever I try, they are not showing up in-game.

I placed a custom virtual destination as the final destination on purpose to see whether it would work, but the PIS screen remains blank and the train says 'Do Not Board' on the destination window.

What am I missing here? Both of the files have that little layer icon, meaning it's adjusted. And yes, my plugin folder is now in the plugins/DLC folder as it should.

See photo's. I would appreciate if someone could help me!

Second question: is it possible to show the arrival times for virtual destinations on the screens? I thought I had it working at some point, but whatever I try it refuses to work

hardy comet
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As far as I know (happy to be proved wrong) your modded station directory would need to be done the "classic" modding way by actively replacing the existing one, ideally in a different .pak file. You would perfectly need to recreate the directory structure of the original one.

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The way I would do this is that I extract the original station directory and plugin file from the original pak of the route. Then I would move the original route out of the DLC directory (so the editor doesn't load it) and then I would be able to add the "new" (in your case ZwolleGroningen) plugin (that was extracted before) that only contains the StationDirectory.

I think there is another way by keeping your stuff in editor the same as you have it but then you would need to recreate the original directory structure again, move the cooked asset there and change paths inside the cooked asset (I heard that's possible through UAssetGUI but I've never done that).

foggy sparrow
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Sounds promising! I'll get into this later today! tysm

hardy comet
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get back to me if you need further help

foggy sparrow
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I think I understand, creating a new mod and plugin, recreate the exact folder structure and copy over the stationdirectory. Then i'll try to cook it into a pak and place it in the dlc. check if it works, if it doesnt, ill try to move out the original DLC out of the DLC folder

hardy comet
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you won't be able to create ZwolleGroningen as a plugin if it already exists (because of the original DLC)

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and better keep replacing existing assets in a different pak from your new content

foggy sparrow
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Yeah, so every time I want to replace something, make a new mod basically.

hardy comet
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you can bundle replacements for the same plugin in one pak I guess (if they make sense together)

foggy sparrow
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Allright!

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tysm so far, i will get back hopefully later today if it works

hardy comet
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but also I'm a little out of the loop with how much the public editor evolved in the last years so there could be a more efficient way to do it

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(but one can always try to find more efficient options when you got it to work in the first place ๐Ÿ˜‰ )

foggy sparrow
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I have tried most of the options I have thus far, I tried this way, I tried making a whole new route definition, with relinking everything and a completely new stationdirectory, I was kind of running out of options hahaha, so this one makes the most sense and I think it should/could work. At this moment idc really about efficiency, as long as it works lmao ๐Ÿ˜›

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at this point I am stuck at the same step for a month already

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Will get back soon if it works โšก

hardy comet
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If you do it correctly this should 99% work somehow, wouldnโ€™t see why not, made countless station directory mods before myself.

foggy sparrow
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Yep, logic-wise this makes a lot of sense

foggy sparrow
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Unfortunately it didnt work, I made a new plugin and mod with only the folder Scenery > Stations and placed the copy of the stationDirectory in there. I added a contentmanifest in there as well and removed the link with the stationdirectory in the original mod. Theyre named the same. I cooked both, and placed the paks in the DLC folder, i get the same, nothing shows up on PIS and the side of the train still says do not board.

Tried moving the GR-zw dlc out of the DLC folder, then it was unable to find the route ingame

hardy comet
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you can also send me the .pak with the StationDirectory and I can check it myself if you want

foggy sparrow
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Yeah that is the path in the original Zwolle Groningen route that one is correct, will try again with only the stationdirectory asset, and if that doesnt work i will add a empty assetregistry, brb

hardy comet
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I would recommend to put the empty AssetRegistry right away in the TS2Prototype directory

foggy sparrow
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? What do you mean? Do I have to place the paks in the zwolle groningen directory? Not in DLC?

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I have a separate plugin/mod entry for both the timetable now and the stationdirectory, I cooked them both and placed them in the same DLC folder as where the route is

hardy comet
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yeah the DLC folder is fine, I'm talking about the folder structure inside the pak

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what does your plugin look like for the StationDirectory inside the editor?

foggy sparrow
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Ok so the main folder is of course the StationDirectory content folder, then Scenery, Then Stations and the ZwolleGroningenStationDirectory is in there, same name

hardy comet
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the plugin has to be named ZwolleGroningen

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otherwise you won't override the original asset

hardy comet
hardy comet
foggy sparrow
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Doesn't work. I moved the DLC pak away, so there is no ZwolleGroningen content folder, I made a new plugin, copied over the Scenery and Station folder with the StationDirectory in there, but every time when I open the mod manager the editor crashes

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I called it ZwolleGroningen

hardy comet
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that's odd (the mod manager crashing)

foggy sparrow
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I just placed the dlc back, removed all mods, took the dlc out again and now gonna try again

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Now it works, but I am not sure what to put in the dlcdependencies

hardy comet
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nothing I guess

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but this is with the original ZwolleGroningen in your DLC folder right? this would try to cook the whole DLC then

foggy sparrow
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No I took it out of the DLC folder

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Now I have a ZwolleGroningen.pak

hardy comet
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ah alright so this is your own ZwolleGroningen?

foggy sparrow
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Yep

hardy comet
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with only the StationDirectory?

foggy sparrow
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Yes, its like 7kb

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It has the Scenery folder, in there Stations, in there the StationDirectory

hardy comet
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sounds good, ideally you would clean up the files and then remake the pak with only the station directory in there but you could try it with the premade pak

foggy sparrow
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So no Scenery > Stations > StationDirectory file? Then probably the game doesnt know what to replace right?

hardy comet
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with clean up I meant remove all but this one ๐Ÿ˜„

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as I suppose your files would look similar to this now with a bit of fluff?

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.uplugin, .ugc, Metadata, AssetRegistry would all need to be removed as I don't know what effects it would have if you override those of the original dlc too

foggy sparrow
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But I have a pak already, i am a bit confnused now, what did i cook the pak for

hardy comet
foggy sparrow
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Couldn't I just put it in a pak? I am planning to release this timetable

hardy comet
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what exactly?

foggy sparrow
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The stationDirectory in a pak and the timetable in another pak, throw both in the dlc folder and boom it works?

hardy comet
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yeah that's the idea

foggy sparrow
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Right, allright

hardy comet
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I just think you need to clean up a few of the files from the StationDirectory pak so you don't override for example the .uplugin file of the original DLC

foggy sparrow
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Ok, I took the ugc, ugplin, assetregistry and metadata out

hardy comet
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because you can add or remove files freely from the ModStaging > Files and then rebuild your pak with this .bat file

foggy sparrow
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Ok so thats the next step after removing all the ugc/uplugin, assetregistry

hardy comet
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yeah

foggy sparrow
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Rebuilt

hardy comet
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and either that works without issues right away or you would add an empty asset registry at the ModStaging\Files\TS2Prototype position

foggy sparrow
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Yeah it worked I think, after 3 seconds the bat went away and modified 19:32 it said

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the file

hardy comet
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no I meant without issues in the game

foggy sparrow
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I have to redo everything in a second, I forgot to move the plugin to the DLC folder before cooking it the first time

hardy comet
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yeah that's a classic, shame that I missed that earlier when you showed your files ๐Ÿ˜„

foggy sparrow
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Allright i added a folder now its plugin/dlc/ZwolleGroningen and rebuilt, how would I add the asset registry?

hardy comet
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Discord does not allow me to send a 0 byte file so I had to zip it

foggy sparrow
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Ok its in there ๐Ÿ˜„

hardy comet
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looks good, want to show me the ZwolleGroningen and Content folders below to make sure?

foggy sparrow
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rebuild?

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Ok

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There are no other files in there

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Also not in other folders

hardy comet
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nice

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then rebuild and try in game

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hope it works ๐Ÿ™‚

foggy sparrow
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So I rebuild, place back the DLC, and then put the pack in the DLC folder as well?

hardy comet
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yeah same as your timetable

foggy sparrow
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can i rename the pakfile? or must it be ZwolleGroningen

hardy comet
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oh it should deifnitely be something else ๐Ÿ˜„

foggy sparrow
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Yeah i figured ok hahahah

hardy comet
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afaik pak file name is completely irrelevant except for loading order

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so it would need to be a string smaller than the original Zwolle - Groningen file

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also just for awareness you are now replacing the StationDirectory for Zwolle - Groningen, I hope this is the original plus some extra stuff and not just the additional destinations you need?

foggy sparrow
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No ofc its the original, I haven't touched it. It's the original one plus the additional destinations

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I haven't changed any of the IDs too

hardy comet
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oh I forgot one important step, you likely won't have passengers on the route anymore but first try and see if it works regardless

foggy sparrow
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It works now! Will check if people board the train in a sec. Is it normal that the arrival times I set in the timetable are not showing up on the in-train screens? I thought I was able to get this to work, I did give it a arrival time and a passenger destination the virtual destinations

hardy comet
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I don't think this ever worked for virtual destinations sadly, tried it a few years ago and had the same problem

foggy sparrow
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Allright

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Gonna check in-game if people board the train, back in a sec

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In Groningen no people spawning, I will drive to one or two stations see if people board

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Could maybe be because its early, trains are full though

hardy comet
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yeah no it's likely broken

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somewhere down the line (either by cooking or before) the station directory will have lost these references

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at cook time they need to be present

foggy sparrow
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I have to add this?

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and rebuild?

hardy comet
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oh and check if your asset still contains them in the editor after adding, if not add them yourself or remake the modded asset by getting the original one and readding your new destinations

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sorry I forgot that step

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(or maybe you have a backup of your asset from the editor before we started this)

foggy sparrow
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You mean the stationdirectory? Its still in modstaging

hardy comet
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no not the cooked one, the one from the editor

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those six are the ones you need

foggy sparrow
hardy comet
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you will move those to ZwolleGroningen still right?

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if yes they look fine

foggy sparrow
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Yeah, I just copied them over to this mod folder now, I am gonna add all the virtual destinations first so that I wont have to go through this horror again xD

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Once i finish that I will move the dlc away again, make another zwollegroningen plugin and do the whole thing over again

hardy comet
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asking for a friend but does your station directory incidentally include Duivendrecht and Amsterdam RAI? ๐Ÿ˜…

hardy comet
foggy sparrow
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I swear this editor is gonna be the death of me

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But I understand it now hahaha

hardy comet
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so you have to get creative to make them

foggy sparrow
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It doesnt include amsterdam rai and duivendrecht at the moment

hardy comet
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I get why people choose the route to just cook the assets they want to replace in their custom plugin and modify the path inside the file afterwards but I don't have any experience with that

hardy comet
foggy sparrow
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Sure, you need the uasset file?

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or the pak?

hardy comet
hardy comet
foggy sparrow
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will probably be faster than that

hardy comet
foggy sparrow
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Urgh, you're right, I can just open the uasset file in Visual Studio Code

hardy comet
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this is inside the editor

hardy comet
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and prepare the station directory later separately

foggy sparrow
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Where do i paste that identifier in the editor

hardy comet
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one sec

hardy comet
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but just be aware that this entry would still need to exist in the station directory

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but this way I could add the destination for my scenario without needing to get your asset in my editor

foggy sparrow
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Aaaaah like so

hardy comet
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you can do many more things like this with copying and editing your clipboard

foggy sparrow
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Included Duivendrecht, Amsterdam RAI and al lot of other stations

hardy comet
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does it work fine for you with passengers?

foggy sparrow
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I did this first, I added the alighting and other probabilities. The stations show up in the timetable but I have to resimulate the timetable so I hope to see more in 30 mins

hardy comet
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oh so you can / should remove the Passengers stuff from the pak

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I don't think this would have issues right away but you never know

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and it's definitely not needed

foggy sparrow
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But, you told me to add the probability items

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They're in the passengers folder

hardy comet
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they have to be there inside the editor and for cooking

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so the references don't break

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but you don't have to distribute them

foggy sparrow
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Ok, so delete them and rebuild?

hardy comet
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yeah

foggy sparrow
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Got it, one sec

hardy comet
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what's that project you are making btw?

foggy sparrow
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Custom timetable for the Zwolle-Groningen line, 24 hours timetable, with more types of services, adding the missing arriva services in groningen, blauwnet in zwolle, etc some qol improvements, adding dedicated shunting and coupling services (missing in the original timetable)

hardy comet
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ah nice, thought about doing something like this too but maybe no need anymore

foggy sparrow
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Currently at 202 services so far, still a whole lot to go xD

hardy comet
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did you fix the Assen services?

foggy sparrow
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Platform 2? I gave it a 24 hour IC service every 30 minutes. Groningen - Haren - Assen

hardy comet
hardy comet
foggy sparrow
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Yeah combination of fictional services and real life services

hardy comet
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but yeah in the original TT the services terminating at Pl. 2 use the wrong line in the end of the service

foggy sparrow
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I also added a Intercity Direct service, direct service from Groningen to Zwolle, but also intercity services (the regular ones) sprinter ones, multiple sprinter services with IC material (in the og timetable only 2 times a day at 05 o clock and 11pm)

hardy comet
foggy sparrow
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How I made them was: leave from Groningen, call in Haren, stop at the end of platform 2. unload for 2 minutes, walk to the other side of the train, drive the train back to the front of the platform, and then the service ends and then you open the doors, ready to return

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Which line? I know around assen it moves to the left side of the railroad, thats normal, because the right side can only reach platform 1

hardy comet
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no the right side can reach platform 2 too

foggy sparrow
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Let me check real quick how I made them

hardy comet
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and the one cabride I found does exactly that (and it makes more sense to me) but I haven't found any other source

foggy sparrow
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Yeah mine goes from the left side, will add it on the to-do list before I release the next version ๐Ÿ˜›

hardy comet
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interested to see this someday, the route could use some fresh wind, even if it's partly fictional as the services that are there don't offer the most variety

foggy sparrow
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Yeah, thats why I made a few different ones, like Intercity direct from groningen to zwolle, without any calls, kind of interesting to play maybe once or twice to go past assen at high speed or smth like that. Groningen - Meppel platform 1 (revival of the old leeuwarden - meppel ic), different virtual destinations, addition of the arriva services etc

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Also maybe some freight trains to control, should be more stuff to do in general

hardy comet
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could make a Vectrons ervices with IC coaches

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is the Vectron still limited to 100 km/h in the Netherlands?

foggy sparrow
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Yeah I was thinking of combining the DB double deckers because the ZWGR line doesnt come with these and maybe paint them in blue-yellow and add those kinds of coaches on there. Also I will make a few arriva services playable with diesel trains until europapark.

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Not sure about the vectron though ๐Ÿ˜› how fast it can go

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because platform 1 and 2 at europapark don't do anything atm

hardy comet
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if you do those more special things on separate layers palyers who don't want it can always disable it

foggy sparrow
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yeah thats what i was planning to do ๐Ÿ˜›

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i didnt wanna force the double deckers

foggy sparrow
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Thank you so much, really. It all works like a charm now. I do have to say I have never seen this many people get off the train at Europapark at 6am ๐Ÿ˜‚ But everything works great! tysm! I saw a few people boarding the train in Groningen and the game spawns npc's again

foggy sparrow