Converting Mods from 2011 to 2013
Many of you have never played a Farming Simulator game before, but some have been playing previous versions. It doesn’t matter if you are an old vet or a new player, adding new equipment to your game is exciting!
When it comes to adding modded equipment to your game, the average person doesn’t know where to begin. There are tutorials out there on the web that can help you learn that. But in reality, most won’t need to make their own mods. In fact, Farming Simulator 2011 has a gigantic database of mods available. The only problem is, they don’t work in the Farming Simulator 2013.
But today, I intend to help you change that.
It’s actually pretty easy to do, and once you know how, you’ll find yourself with more new equipment than you can ever use.
Before we get started, let’s discuss some things.
First, a mod comes in three types.
Game Mechanics Alterations
The type we are going to be converting are the Equipment type.
Maps and Game Mechanics are best left to the experienced players, because they aren’t as simple to do when converting.
You should be able to take any equipment mod that works in Farming Simulator 2011 and convert to to work in Farming Simulator 2013 in only a few minutes.
To do this you need two important tools.
A zip program
A text editor
For the zip program, I use and recommend 7zip. It is easy to find online with a quick search.
For the text editor, I use and recommend Notepad. It comes built into windows. You want one that doesn’t format your text, so something like Word isn’t going to work for this.
Now, once you have your tools you are ready to begin.
DOWNLOAD YOUR MOD
First, you need a mod. I chose a simple ATV that I loved in FS 2011. If you already have a mod you liked, use it. The mod should be in a zip file. Start with something simple, that has only one piece to it. A tractor is a good place to start.
Once you have chosen your mod, you need to unpack the files inside that zip file. Make sure you unpack them into a new empty folder. Every file inside that zip is important to the mod working correctly, and you don’t want to mix anything up.
Unpacking should be as simple as right clicking the zip and choosing “extract to “. If you are using 7zip, as I do, I always choose to extract to the folder of the same name as my mod.
With the files unpacked, you will need only a single file to make the conversion.
Look for a file named modDesc.xml
This file holds the data that lets the mod be loaded into the game, and we need to change a few things to make it work in Farming Simulator 2013. To do this, open the modDesc.xml file with your text editor.
It’s a lot of code, in most cases, and a lot of it won’t make sense to you. But don’t worry, it’s going to be easy.
Here is an example of what you might see:
<?xml version=”1.0″ encoding=”utf-8″ standalone=”no” ?>
<multiplayer supported=”true” />
<![CDATA[The Lizard ATV gets you anywhere fast!]]>
<specs><![CDATA[Power: 61 kW / 82 hp
Maintenance: %s / day]]></specs>
<![CDATA[Das Lizard ATV bringt dich überall hin. Und zwar schnell!]]>
<specs><![CDATA[Leistung: 61 kW / 82 PS
Unterhaltskosten: %s / Tag]]></specs>
<image active=”store_lizardATV.png” />
The first thing you want to do is start at the top of the open text file. Look for a line that reads as follows:
The files coming from Farming Simulator 2011 will show this line. But we need to change this to make it work in Farming Simulator 2013.
See that number 4 in quotation marks? That won’t do. Let’s change that to a number 9.
Now, let’s scroll to the bottom of the file.
Near the bottom you will see:
This will be listed in every equipment mod, and it’s a good place to add the needed code to make the mod work in Farming Simulator 2013.
Each mod in Farming Simulator 2013 needs more information to work correctly than those in the previous version. But they are simple to add in.
The lines we have to add are:
Go ahead and add those lines. Like so:
These are called code tags.
<codeTag> is the start
</codeTag> is the end.
The end will always have the / in front of it.
Data must go between the code tags. It would look like this:
<codeTag>DATA GOES HERE</codeTag>
Now, we need to fill in the data for our mod. But we need to know what these code tags mean. If you read them, they are pretty easy to figure out.
<dailyUpkeep> will determine how much it cost per day for maintenance on this piece of equipment.
<machineType> will tell the game what type of equipment this is for grouping in the store menu
<brand> will tell the game the brand of the equipment for grouping in the store menu
So, let’s fill in our new data.
You will have to decide a fair price for daily maintenance. Just pick an amount you think is fair and plug it in.
Next, what type of equipment is this? A havester? A tractor? Plug that data in.
Last, what brand is this equipment? You can put anything here you want, but for this mod it’s a Lizard.
Remember that any spaces you put between the code tags also shows in game. So if you wanted to put John Deere, it would read just like that in game. The same is true for capitalization.
Once you have the data in place, it will look like this:
Now, simply choose save.
Giants Engine is very picky about which mahince types you can use:
The following is a list of acceptable types. Using anything other than those on this list will result in seeing errors in the game store screen.
REPACK FOR MULTIPLAYER
If plan to use the mod in a multiplayer game, you need to repack it. You don’t need it to be in a zip file if you aren’t going to use it in multiplayer games.
To repack all the files into a zip file, make sure you don’t pack the folder you unpacked into. Just the files inside it.
I just use my mouse to draw a box around them all, then right click one of them, choose 7zip, and then choose Add to archive.
Make sure you save the file as a ZIP file if you are using 7zip.
Then copy the zip file you just made to your mods folder. This should be located in “documents/my games/FarmingSimulator2013″
If you aren’t using the zip file, then just copy the folder with the mod files into the mods folder instead. Make sure you rename the folder so you know what mod is inside it.
Now, you simply need to load your game and test that it worked.
Load up Farming Simulator 2013, and choose options. On the left side of the screen, choose MODS.
Your mod should be listed here, complete with picture. Once you see it here it will be available in game.
To find it in game, use the arrow keys on the Store Menu to choose mods, and it should be listed in the list.
If for some reason your mod isn’t showing in your mods list, one of two things is true.
Either you did something wrong, and it happens.
Or the mod has scripts that just won’t work in Farming Simulator 2013.
To try and find the problem, the game helps you out.
Go to your “documents/my games/FarmingSimulator2013″ folder and look for a file called “LOG.txt”
This file will show any errors that occured when you loaded the game.
Look for the word ERROR, you can search for it by pressing the Control key and F at the same time, then type in the word Error.
Find the first error that shows up and see what it says. It will give a hint as to what is wrong. If the hint doesn’t refer to something you changed, then it’s possible the mod has scripts that aren’t working correctly in Farming Simulator 2013.
If it hints at something you changed, then open your modDesc.xml file back up and see if you can find the problem. Did you forget to close your codetags with <>? Did you put your data between the tags?
Ultimately, if you could make a post and request some help. I will try to respond as timely as possible.
WRAPPING UP – TIPS
Once you get a couple successful conversions under your belt, you shouldn’t have too much difficulty doing any you want. Remember to keep the credits in place for the person who made the mod. It’s not nice to steal other people’s work.
Also, many mod makers don’t put realistic pricing on their mods. You can always change the data between
to be whatever you want. If you want a more realistic game, make it fair. Or you could make it 100, and buy 20 of them.
Up to you, play how you wish.
Folder names and zip files are restricted to the characters they may have. You may NOT use dashes, periods, commas or any other punctuation. Letters, numbers and underscores ONLY.
I will do my best to answer any questions that fit within the scope of this guide. This guide is not intended to teach the full process of modding. It is only to help you convert mods that already exist to work in the new version of Farming Simulator.
Thanks for reading and happy converting!