Yeah I understood it, im just saying mapping is something I have become interesting in so trying to figure out how to inject all the files cleanly into new map would be something i can look into soon as I get caught up.
Just Joe
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If you run the .bat and it can not find your folder you need to right click the .bat and choose edit with notepad. The line will be in there and you set your directory path there. It currently is set to
powershell.exe -NoProfile -ExecutionPolicy Bypass -File "%~dp0FS25-PreFlight.ps1" add -ModsDir "D:\FS25\mods" or what ever your mods folder location is.
The issue is not a error, it was the fact this file actively tried to write to a protected portion of your drive. I applaud them for taking it down as fast as they did. But if it had been malicious code instead of just attempting to add a shader file it could have been devastating to a person's system is my point.
Yes, the other evening I went to use a mod from the actual Giants modhub and after selecting all my mods for a new map it said I needed a bucket pack to go with it. I checked modhub, nothing listed, so I backed out and downloaded the buckets from modhub. Then I went back in and got annoyed seeing that I had to reselect all my mods. So I decided to make this, I am glad you found it useful too . Now anytime I do a map download especially I run it before even booting up.
Hi,
I have a few gameplay mod projects up, and I've tagged them with the tags that others use that I'd expect people to search. When I search those same tags, my projects don't appear in the results, not under Most Recent, not under Popular, not under any of the other tabs on the search page.
The projects are public and the tags are set on them, so I'd expect them to turn up at least under Most Recent. Is there something about tagging or project setup I've missed, or is there a delay or approval step before a project starts showing in tag search?
Thanks.
The 2 I know for certain that it does not work with are enhanced Livestock and realistic livestock. I'm not for sure what more livestock is. Could you post a link or the actual mods exact name and I will look into it. But as long as it does not attempt to override the base games reproduction then it should work with it.
Short answer: yes, rename it. Go ahead.
The FS25_ prefix is a GIANTS ModHub submission rule, not something the game engine requires. The game only cares that the name is letters, digits and underscores, and doesn't start with a digit. Renaming the zip to AAA_LogErrorExtractor.zip works fine.
So go ahead and Right click the mod, choose rename and then delete the FS25_ prefix.
- Your hotkey binding will probably reset to the default, since bindings are stored against the mod name. Just set it again in Options > Controls.
On why it's happening: your read is right, but the prefix isn't doing anything special. Mods load in plain alphabetical order. Aerator starts with A, the extractor starts with F, so Aerator loads first. Nothing is prioritising your mods — F is just late in the alphabet.
Worth being clear on what this does and doesn't change. The extractor's hooks are global once they're installed, so every mod's messages get caught after that point no matter what it's called. The only thing load order affects is messages a mod prints *while it is loading* — those happen before the hooks exist, so they're lost. Renaming to AAA_ moves that boundary as early as it can go and recovers them.
It still won't be perfect. Anything sorting before AAA_ loses its load lines, and there's a separate blind spot I can't fix at all: texture, i3d and shader messages are written by the engine's C++ side straight to log.txt and never pass through Lua, so the extractor can't see them regardless of when it loads. A clean report means clean as far as Lua reported it, not that log.txt is empty.
Thanks for flagging it — I'm looking at making AAA_ the default name in the next build.








