Every time I realize I have a question or problem in this game you seem to come out with the exact video I need within 24 hours. I don't know how you do it but keep it up!
Just a tip... If you always start your file names with mods_ for example all your mod folders will be sorted in the same area and can be seen together.
That will work for sure. or adding a _ on the front of them all. What ever works for you. I honestly usually abbreviate the map like EC, HB or EG for the three base maps.
Thank you so much for this video. It will be very useful, since I have had several issues with my games in terms install, delete and reinstall mods, it ended up messing up with my hole Fs22 game. I just have to watch this video several times to be safe about what I am doing. So thank you once again
Late to the party but anyway, ended up here on searching another topic but oh my god I needed to hear this. You somehow remind me of my old army sarge who told me my locker locked like s**t and told me how to fix it, but I have to add you did it in a much nicer way. Gonna set of a day (sigh) and do some cleaning after this (Currently 351 active mods...). Thanks! :D
Another great video thank you so much I started doing this in FS19 and once you get used to always renaming the folders it is okay. Thanks again for sharing
Hi and thanks for the tips. What's the maximum number of mods before problems appear? I prefer to keep activated all the vehicles/equipments mods 'cause I love to occasionally browse the shop and consider to buy one or another.
There isnt really a number. You could land on two magic mods that just do not like eachother so the number could be 2 or you might be good with a large list. The thing to be aware of is all mods in the mod folder are parsed on game launch. More mods the longer that will take. This is before you even get to the main menu. We have seen in the past even mods that are not activted if they are written in such a way can affect gameplay just by existing in the mod folder.
Sun., Dec. 5, 2021 Just finished watching your Nov. 24th video called "How to relocate your mod folder." Would I still need to relocate my mod folder if I follow the instructions for THIS video on Managing your mods? Thank you very much for these videos. Have a great weekend.
My understanding is the game sees every mod in your folder so you can select which ones you want. But when you start a new save game it only loads the mods you have selected. It’s actually how many mods you have activated for each saved game that matters not how many are in your modfolder.
Look at your log. The game iterates thru every mod in your mod folder before you ever get to the main menu. Thus some aspect of every mod is loaded into memory before you can select a savegame.
@@FarmerKlein OK, I see that.👍 however, the memory used is very small. 100 mods at 5 megs a piece is still only half a gig of ram. I guess to me it’s just not worth messing with. The size of my mod folder in FS 19 was almost 3 gigs and had no impact on game performance. Maybe on very low end PCs it might be helpful, in situations where somebody is trying to squeak out every little bit of performance they can.
As a noob this is gonna work out great. However, though I get how to change the folder's name back and forth when the desire is present. How do you change the name of the actual mod itself; Without there being conflict. Trying to remember what ???!!!.zip does compared to !!!???.zip for instance isn't at all fun.
I would not change the name of mods. Depending on how the mod is coded it can break the mod and if there are references to other mods it will be expecting a specific name.
I attempted to tidy up my mod folder Chuck out the duds , however some aren’t named as what they are come are in a different language, so I’m gonna sweep it all under my bed and go play out on the farm 🤪
i would not rename the folders to "mods" but create a hard link or symlink named "mods" that points to e.g. "erlengrat_mods"... way more comfortable and you always know what is up at hte moment and you don't need to rename your specific folders. a hard or symlink named "mods" to the system and game will just look like it IS a folder named mods... but will point to the dedicated folder. They are dedicated filelinks that will just present the original file to the game without even letting the game know that they are just links / references. You can do one step further and avoid any duplicates at all. Let's just say you keep your mega_mods folder as storage / mod library for all your mods. In the e.g. Elmcreek_mods folder you then set some symlinks to the zip files that in fact are in mega_mods.. want the same mod in erlengrat_mods? set another symlink in the erlengrat folder that too links to the zip in mega_mods. Now you only have the one copy of it in mega_mods and only ever need to make updates or changes to the one copy that you keep in mega_mods. Zero duplicates and sym / hard links are very performant as they work on file system level and are not an application thing. that basically is the same as most mod managers do, if they are well programmed. Way better method in my opinion.. but requires a bit more knowledge / comfort with computers than your method... but again, massive advantages... so..
I very much know what simlinks are and yes they have their advantages but are not as you point out friendly for the average user. The vast majority of computer users these days have zero concept of file paths and storage locations so IMO concepts like simlinks is not an easy concept to convey.
@@FarmerKlein most people understannd and know links to files ,so that concept is known. now a symlink is basically the same, but it doesn't tell the application it is a link, it just presents the target folder / file found that most people understand it quite well like this but yeah as with anything when you get into modding games there is some tech component to it not everyone might bother to learn about, that applies to any method of managing mods other than the ingame mod hub and having a giant mod folder though
As someone who deals with supporting enterprise IT at a higher education institution for 30 years I disagree but will leave it at that. What people understand these days is files are saved where they are saved and when they open them if they are not listed in the recent list of files good luck in them finding where they are. Before we even start talking about network shares and cloud storage locations. The classic if its not on the desktop it does not exist. There are applications out there that assist users in doing this with simlinks aswell. What we all agree on is that a single monolithic mod folder is bad for the player experence. How one gets there is up to the user.
Mod manager for fs22 well com out sun this is a mail from mazesa ,,Sorry, my English is bad "Hello! A version for Farming Simulator 22 is under development. Unfortunately, I have very little time to work on the program. The start of the war in my country calls into question the release of the update"
I am a 25+ year IT professional in my day job at a college. I know first hand how little most folks under 25 know about file and folder structures and management.
Mod folders are a very uneconomical way to do his, especially if you have limited space on SSD. It's easier to keep everything in a single mod folder and then hide what you're not using by changing the extension. Game only detects and loads zip and folders, so if something is named e.g. FS22_someMod.zip.noload it will be ignored by the game. If only someone were to make an application that makes this renaming easier ;)
Totally. If you look at your log file the game will iterate through every mod in your mod folder before you even get to the main menu. So the more mods you have the more it has to do this. It should also limit the amount of memory used by the game as a result.
@@FarmerKlein ah right on thanks I def need to find the mods I don’t use in fs22 I’ve been at modding all day and have at least 20 but I don’t really need them I was just bored lmao
I know this was 2 years ago BUT WHY would you NOT allow LINKS in comments Thats is The most Dumbest thing I have ever heard of. I just want to KNOW WHY .????
99.9% of any link put into a comment will either be someone trying to advertise their own channel or video or something else completely useless. I do see you allow links in your comments so right now 100% of the comments on your own channel are links.
Every time I realize I have a question or problem in this game you seem to come out with the exact video I need within 24 hours. I don't know how you do it but keep it up!
Mod folders are a must.
Just a tip... If you always start your file names with mods_ for example all your mod folders will be sorted in the same area and can be seen together.
That will work for sure. or adding a _ on the front of them all. What ever works for you. I honestly usually abbreviate the map like EC, HB or EG for the three base maps.
Thank you so much for this video. It will be very useful, since I have had several issues with my games in terms install, delete and reinstall mods, it ended up messing up with my hole Fs22 game. I just have to watch this video several times to be safe about what I am doing. So thank you once again
Appreciate the video helped me clean up my folders a fair bit great video my friend
Late to the party but anyway, ended up here on searching another topic but oh my god I needed to hear this. You somehow remind me of my old army sarge who told me my locker locked like s**t and told me how to fix it, but I have to add you did it in a much nicer way. Gonna set of a day (sigh) and do some cleaning after this (Currently 351 active mods...). Thanks! :D
Another great video thank you so much I started doing this in FS19 and once you get used to always renaming the folders it is okay. Thanks again for sharing
Thank you for this tip very useful. In 19 I used a little program called mod manager from farm wrangler it was amazing.
Hi and thanks for the tips. What's the maximum number of mods before problems appear? I prefer to keep activated all the vehicles/equipments mods 'cause I love to occasionally browse the shop and consider to buy one or another.
There isnt really a number. You could land on two magic mods that just do not like eachother so the number could be 2 or you might be good with a large list. The thing to be aware of is all mods in the mod folder are parsed on game launch. More mods the longer that will take. This is before you even get to the main menu. We have seen in the past even mods that are not activted if they are written in such a way can affect gameplay just by existing in the mod folder.
@@FarmerKlein really interesting, thanks! I will try to rationalize my mod directory.
Sun., Dec. 5, 2021 Just finished watching your Nov. 24th video called "How to relocate your mod folder." Would I still need to relocate my mod folder if I follow the instructions for THIS video on Managing your mods? Thank you very much for these videos. Have a great weekend.
My understanding is the game sees every mod in your folder so you can select which ones you want. But when you start a new save game it only loads the mods you have selected. It’s actually how many mods you have activated for each saved game that matters not how many are in your modfolder.
Look at your log. The game iterates thru every mod in your mod folder before you ever get to the main menu. Thus some aspect of every mod is loaded into memory before you can select a savegame.
@@FarmerKlein OK, I see that.👍 however, the memory used is very small. 100 mods at 5 megs a piece is still only half a gig of ram. I guess to me it’s just not worth messing with. The size of my mod folder in FS 19 was almost 3 gigs and had no impact on game performance. Maybe on very low end PCs it might be helpful, in situations where somebody is trying to squeak out every little bit of performance they can.
You can have it all. Just not all at once.
@Farmer Klein how do i open the mods/dlcs
Its easy when you have 50 mods in your mega mods folder but its hard to pick up mods when you have 500.
As a noob this is gonna work out great.
However, though I get how to change the folder's name back and forth when the desire is present. How do you change the name of the actual mod itself; Without there being conflict. Trying to remember what ???!!!.zip does compared to !!!???.zip for instance isn't at all fun.
I would not change the name of mods. Depending on how the mod is coded it can break the mod and if there are references to other mods it will be expecting a specific name.
We still have mod conflicts on console
I attempted to tidy up my mod folder Chuck out the duds , however some aren’t named as what they are come are in a different language, so I’m gonna sweep it all under my bed and go play out on the farm 🤪
3:30 in and still explaining that the video is about good mod hygiene....ok......I got it. 😐😐😐🤨
i would not rename the folders to "mods" but create a hard link or symlink named "mods" that points to e.g. "erlengrat_mods"... way more comfortable and you always know what is up at hte moment and you don't need to rename your specific folders.
a hard or symlink named "mods" to the system and game will just look like it IS a folder named mods... but will point to the dedicated folder. They are dedicated filelinks that will just present the original file to the game without even letting the game know that they are just links / references.
You can do one step further and avoid any duplicates at all.
Let's just say you keep your mega_mods folder as storage / mod library for all your mods. In the e.g. Elmcreek_mods folder you then set some symlinks to the zip files that in fact are in mega_mods.. want the same mod in erlengrat_mods? set another symlink in the erlengrat folder that too links to the zip in mega_mods. Now you only have the one copy of it in mega_mods and only ever need to make updates or changes to the one copy that you keep in mega_mods. Zero duplicates and sym / hard links are very performant as they work on file system level and are not an application thing.
that basically is the same as most mod managers do, if they are well programmed.
Way better method in my opinion.. but requires a bit more knowledge / comfort with computers than your method... but again, massive advantages... so..
I very much know what simlinks are and yes they have their advantages but are not as you point out friendly for the average user. The vast majority of computer users these days have zero concept of file paths and storage locations so IMO concepts like simlinks is not an easy concept to convey.
@@FarmerKlein most people understannd and know links to files ,so that concept is known. now a symlink is basically the same, but it doesn't tell the application it is a link, it just presents the target folder / file
found that most people understand it quite well like this
but yeah as with anything when you get into modding games there is some tech component to it not everyone might bother to learn about, that applies to any method of managing mods other than the ingame mod hub and having a giant mod folder though
As someone who deals with supporting enterprise IT at a higher education institution for 30 years I disagree but will leave it at that. What people understand these days is files are saved where they are saved and when they open them if they are not listed in the recent list of files good luck in them finding where they are. Before we even start talking about network shares and cloud storage locations. The classic if its not on the desktop it does not exist. There are applications out there that assist users in doing this with simlinks aswell. What we all agree on is that a single monolithic mod folder is bad for the player experence. How one gets there is up to the user.
Any script mod that I use, like power tools or super strenght, are crashing my game instead go to main menu when I click exit.
That's a known bug for now
Mod manager for fs22 well com out sun this is a mail from mazesa ,,Sorry, my English is bad
"Hello!
A version for Farming Simulator 22 is under development. Unfortunately, I have very little time to work on the program.
The start of the war in my country calls into question the release of the update"
9:50 Haha someone read the articles about Gen-Z not knowing how to manage files and folders ^^.
I am a 25+ year IT professional in my day job at a college. I know first hand how little most folks under 25 know about file and folder structures and management.
Kind of ironic I’m the sponsor of the mod hygiene video.. u trying to tell me something? Lol
I did laugh at that before the video. Totally how the names fell as you can see I am going down the list.
Mod folders are a very uneconomical way to do his, especially if you have limited space on SSD. It's easier to keep everything in a single mod folder and then hide what you're not using by changing the extension. Game only detects and loads zip and folders, so if something is named e.g. FS22_someMod.zip.noload it will be ignored by the game.
If only someone were to make an application that makes this renaming easier ;)
If your limited on space then I have a video on how to move your mod folder to another drive. But in the end what ever works for you.
@@FarmerKlein This is the setup I use. Works out super well for me.
Good idea, mind you it nothing to help with speed. nor would.
So let me guess it loads up the game faster ? Cause In fs19 I had 10k mods lmao
Totally. If you look at your log file the game will iterate through every mod in your mod folder before you even get to the main menu. So the more mods you have the more it has to do this. It should also limit the amount of memory used by the game as a result.
@@FarmerKlein ah right on thanks I def need to find the mods I don’t use in fs22 I’ve been at modding all day and have at least 20 but I don’t really need them I was just bored lmao
I know this was 2 years ago BUT WHY would you NOT allow LINKS in comments Thats is The most Dumbest thing I have ever heard of. I just want to KNOW WHY .????
99.9% of any link put into a comment will either be someone trying to advertise their own channel or video or something else completely useless. I do see you allow links in your comments so right now 100% of the comments on your own channel are links.
Too much work. Maybe a mod manager would work best.