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My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Sun Sep 29, 2013 3:59 pm
by Ericmopar
I decided to test the theory of the external files protecting our mods during a Cache Verification, but I lost every mod I ever did.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Sun Sep 29, 2013 4:15 pm
by Chacal
Well this theory applies only if there actually IS a .ap file.
So far I have only seen it for a few routes like DP and Castle Rock.

Just use a script like Machinist's "two-click" script and you'll be all set.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Sun Sep 29, 2013 5:05 pm
by _o_OOOO_oo-Kanawha
Where is the master file against which an asset folder is verified? I don't think it is adviceable to alter the master just to make a changed asset verify OK.

If I understand you correctly, Chacal, it is possible to protect your modified assets if you put the original assets in a .ap file, i.e. a non-compressing zip, with 7--Zip I create those using the "store" setting. The modified asset resides in the default folder location outside the .ap and won't get overwritten in a Steam verification? Or is it the other way around which seems more logical to me?

Will try to find out tomorrow how to keep the modified Kuju couplers "protected" as an example.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Sun Sep 29, 2013 5:40 pm
by artimrj
I modified all the old default bin files to add different loaded and unloaded weights. All of these survived several cache checks. All the old default stuff is now in an .ap file. So that part is correct. It appears anything turned into a .ap file has a folder structure of empty folder where the stuff used to be. And that's where you put the mods, and they take precedence over the .ap file contents.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Sun Sep 29, 2013 5:53 pm
by Chacal
_o_OOOO_oo-Kanawha wrote:If I understand you correctly, Chacal, it is possible to protect your modified assets if you put the original assets in a .ap file, i.e. a non-compressing zip, with 7--Zip I create those using the "store" setting. The modified asset resides in the default folder location outside the .ap and won't get overwritten in a Steam verification?


Yes except the "you" part.
RSC makes the .ap files.
When there is such a file, then your modified files outside of it won't get overwritten by a cache verify.
When there isn't, you have the same situation as before TS2014.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 12:52 am
by _o_OOOO_oo-Kanawha
Chacal wrote:
_o_OOOO_oo-Kanawha wrote:If I understand you correctly, Chacal, it is possible to protect your modified assets if you put the original assets in a .ap file, i.e. a non-compressing zip, with 7--Zip I create those using the "store" setting. The modified asset resides in the default folder location outside the .ap and won't get overwritten in a Steam verification?


Yes except the "you" part.
RSC makes the .ap files.
When there is such a file, then your modified files outside of it won't get overwritten by a cache verify.
When there isn't, you have the same situation as before TS2014.


Sorry 'bout that, my English grammer is bad. Please read "I", "me", or "mine" where appropriate. *!lol!*

I have added just a super strength coupler with brake hoses to the Kuju/RailSimulatorUS/RailVehicles/Couplings folder to see what happens when I have Steam verify the game.
The Kuju/RailSimulatorUS is otherwise empty, all default is in the .ap file. Verifying some 55 GB takes a while.

Nope, the answer is negative, the files I added to the above folder were swiped, the empty Diesel folders were restored and a fresh Blueprint.pak file appeared.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 2:36 am
by Chacal
No I meant you don't put assets in .ap files, RSC does it.

So your files were deleted? I hope it is a bug, because that's really not supposed to happen under either the old system or the new one.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 2:58 am
by _o_OOOO_oo-Kanawha
Follow up to the previous posting.

Now I know that (altered) copies of the couplings filesin their own folder not safe from deletion when you have Steam verify Railworks, what's next?

Putting the altered couplings files in the .ap store didn't work either, as the modified .ap store was replaced with a virgin one during the next verification.
And the modified couplings folder and files were swiped again.

So for me this means I am going back to the old multi-install or I'll have to refrain from verification alltogether to keep the mods intact.

I'll keep a pristine original inside the Steam folder, and make working copies of that outside the Steam folder, even on another drive.
One for USA, one for UK and one for Europe. I delete all the non-USA assets and routes from the USA install, all non-UK from the UK install, and all non continental Europe from the EUR install. When I buy a new piece of DLC I copy that over to the respective install. When automatic updates arrive to the pristine install, I'll have to sort through them and copy the files over to the respective installs. All hacks, repaints and mods will be applied to the respective installs only, and stay put that way.

With respect to the Workshop and possible future multiplayer, a solid, unified asset base is a must, so I can understand the way RSC tries to enforce this. Having the other installs doesn't limit my freedom to tinker with them. Because for me Railworks is a simulator first and a game later.

I actually like the idea of the .ap monolithic filestore, so I have put DonnerPass into one, deleted all folders, and put back only the RailVehicles/Couplings folder with those modified Buckeyes. Hopefully, it will save me filespace and time of maintenance and housekeeping.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 7:14 am
by krellnut
When there is such a file, then your modified files outside of it won't get overwritten by a cache verify.


Maybe not overwritten, but according to Mike Simpson, it gets deleted. So we're no better off.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 8:53 am
by mojo12012
See Mike Simpson's post over on UKTS re AP files. Appears to be a major problem looming if I read it correctly. He's withdrawn RW Tools because of the AP issue.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 12:33 pm
by PapaXpress
I am not sure if I am following this correctly. So you alter the coupling files (say with Britkits stuff). It works. Then you verify the files, and they get blown away.

This seems like the old behavior. I have always had to run my 2click install after verifying files.

It would be a shame if Mike pulls RWTools. It is still an essential tool for making your own routes.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 12:53 pm
by artimrj
I editted all the bins on the "old default" rolling stock and I have Dick's Couplers in place, they are not being deleted by verifies. The old bins and the old couplers are in the new .ap file for the Kuju/railsimulatorUS stuff. Same thing with Krellnuts sounds. They all still exist and work after several verifies.

If there is an .ap file, then you should be able to modify something and leave it in the folder and it will work. You do not edit anything in the .ap file.

Re: My Mods Did Not Stay Put After a Cache Verify...

Unread postPosted: Mon Sep 30, 2013 12:59 pm
by PapaXpress
Sounds good. There is another thread on this which is asking the same questions.
viewtopic.php?p=110180#p110180

Perhaps we should merge these threads, but it may also confuse things.