The warnings you have highlighted bellow for the worklight01 - worklight04 are nothing to be concerned about. This warning is basically stating that the light node for those lights is not present at the time the vehicle is spawned.
Basically in the configurations when you choose your different light options, to prevent the vehicle from stuff projecting light from a light that is not there (not selected) we hide the light node with the rendered object as well. For some reason the game reads this as an error and throw that warning, but it is nothing to be concerned with as it has no effect on the overall vehicle or performance of your game!
The warning only appears depending on which light option you have selected. The warning is the game saying "OMG I need to project a light here but that light doesn't exist" because the game doesn't recognize the difference between a light that SHOULD and SHOULDN'T be there. That's why with any base game vehicle with a ton of lights, the lights aren't removable because it throws this small house keeping error. I promise this has zero effect on the performance of the mod or your game.
this warnings appears everytime when i enter inside the mod on the shop, early to choose anything.. so the problem it's the mod, because only this and 200 pickup have this warnings.
So when you enter the mod to choose your customization options, you have the option to choose between various lights. For the Transstar its work lights, for the 200 series its the front spot lights. Now these lights have both the visual node that you see and the "light" node which ACTUALLY projects the lighting effect infront of the vehicle.
The reason you see these errors when you first enter the mod is because the physical light node is hidden so that it does NOT create the lighting effect if you do not have that particular light selected to be active.
The warning is simply stating that "Hey I know there should be a light here, but its not here. Why is it not here?" because the vehicle doesn't understand that the light is ONLY to be associated when you have certain selections active on the vehicle.
So what are our options?
Option 1. Make it so that the modification does not hide the "light" nodes. This will remove the warning that appears BUT will result in the projected lighting effects to be present even when the lights aren't selected.
Option 2. Leave it how it is, which results in a few small warnings that have ZERO effect on the modification, its performance, or the performance of a locally hosted OR dedicated server. (This is a similar approach to what giants does because there are base game vehicles/assets that throw errors on every load.)
I promise you the warnings are NOTHING to be worry about and have ZERO effect on your performance.
If the warnings are THAT much of an issue, simply remove the associated warning node from the designConfigurations section of the vehicles XML.
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Hi, i have many warnings also in this mod:
2025-01-25 19:32 C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TranstarII_V2/i3d/transtarIIEagle.i3d (54.97 ms)
2025-01-25 19:32 data/shared/wheels/hubs/hubTrucks.i3d (6.80 ms)
2025-01-25 19:32 data/shared/wheels/tires/continental/contiCrossTracHS3/385_65R22_5.i3d (1.04 ms)
2025-01-25 19:32 data/shared/wheels/tires/continental/contiHybridHD3/295_80R22_5.i3d (2.03 ms)
2025-01-25 19:32 data/vehicles/international/transtarII/sounds/transtarEagle.gls version 15 (0.04 ms)
2025-01-25 19:32 data/sounds/vehicles/fan/fanOld_01.gls version 15 (0.01 ms)
2025-01-25 19:32 data/sounds/vehicles/cabin/cabinTruck01.gls version 14 (0.01 ms)
2025-01-25 19:32 data/sounds/vehicles/transmission/transmissionTruck_01.gls version 14 (0.01 ms)
2025-01-25 19:32 data/shared/assets/lights/lizard/plateNumberLight02.i3d (1.16 ms)
2025-01-25 19:32 data/shared/assets/lights/lizard/sideMarker31.i3d (1.81 ms)
2025-01-25 19:32 Warning (C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TranstarII_V2/xml/transtarIIEagleEdit.xml): Shared light link node 'workingLight01' is hidden!
2025-01-25 19:32 Warning (C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TranstarII_V2/xml/transtarIIEagleEdit.xml): Shared light link node 'workingLight02' is hidden!
2025-01-25 19:32 Warning (C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TranstarII_V2/xml/transtarIIEagleEdit.xml): Shared light link node 'workingLight03' is hidden!
2025-01-25 19:32 Warning (C:/Users/User/Documents/My Games/FarmingSimulator2025/mods/FS25_TranstarII_V2/xml/transtarIIEagleEdit.xml): Shared light link node 'workingLight04' is hidden!
2025-01-25 19:32 data/shared/assets/lights/lizard/sideMarker32.i3d (2.50 ms)
2025-01-25 19:32 data/shared/assets/beaconLights/lizard/beaconLight03.i3d (0.73 ms)
Hello!
The warnings you have highlighted bellow for the worklight01 - worklight04 are nothing to be concerned about. This warning is basically stating that the light node for those lights is not present at the time the vehicle is spawned.
Basically in the configurations when you choose your different light options, to prevent the vehicle from stuff projecting light from a light that is not there (not selected) we hide the light node with the rendered object as well. For some reason the game reads this as an error and throw that warning, but it is nothing to be concerned with as it has no effect on the overall vehicle or performance of your game!
ok, but it's possible to fix this also on Intern Series 200 please?
There is no way to fix it.
The warning only appears depending on which light option you have selected. The warning is the game saying "OMG I need to project a light here but that light doesn't exist" because the game doesn't recognize the difference between a light that SHOULD and SHOULDN'T be there.
That's why with any base game vehicle with a ton of lights, the lights aren't removable because it throws this small house keeping error. I promise this has zero effect on the performance of the mod or your game.
this warnings appears everytime when i enter inside the mod on the shop, early to choose anything.. so the problem it's the mod, because only this and 200 pickup have this warnings.
Okay lets try to explain this a different way.
So when you enter the mod to choose your customization options, you have the option to choose between various lights. For the Transstar its work lights, for the 200 series its the front spot lights. Now these lights have both the visual node that you see and the "light" node which ACTUALLY projects the lighting effect infront of the vehicle.
The reason you see these errors when you first enter the mod is because the physical light node is hidden so that it does NOT create the lighting effect if you do not have that particular light selected to be active.
The warning is simply stating that "Hey I know there should be a light here, but its not here. Why is it not here?" because the vehicle doesn't understand that the light is ONLY to be associated when you have certain selections active on the vehicle.
So what are our options?
Option 1. Make it so that the modification does not hide the "light" nodes. This will remove the warning that appears BUT will result in the projected lighting effects to be present even when the lights aren't selected.
Option 2. Leave it how it is, which results in a few small warnings that have ZERO effect on the modification, its performance, or the performance of a locally hosted OR dedicated server. (This is a similar approach to what giants does because there are base game vehicles/assets that throw errors on every load.)
I promise you the warnings are NOTHING to be worry about and have ZERO effect on your performance.
If the warnings are THAT much of an issue, simply remove the associated warning node from the designConfigurations section of the vehicles XML.