BUG ModManager V1.0.3.1


BUG ModManager V1.0.3.1


I was looking for a Mod Manager because I needed one. Actually, there’s only one Mod Manager on the market, but my antivirus software detects a malicious file. So I decided to create one myself. I have almost no coding knowledge, so I thought the most logical thing to do was to create one with AI assistance. I created this software with the help of Gemini and Claude. Everything works fine for me. I’m publishing it so others can benefit from it. There may be some shortcomings, and you can point out your requests. I’ll try to fix and add to it in my free time. Currently, the only problem is that it’s a bit slow, but as I said, it worked flawlessly for me, and I will continue to use it.

Technically, it works with the storeData data in the modDecs.xml and the XML files within the storeItems folder. Logically, it should work in all FS games with this structure. I developed and tested it for FS25.

Usage and operation:
You select the folder containing the MODs from the left menu. Then you wait for the files to be listed using the “Load Files” option. When the mods are listed, you will receive a warning, and when you click “OK,” everything is ready to use.

Each mod initially has ACTIVE and EDIT options. ACTIVE indicates the current status. Pressing it once will DISABLE it and change the extension of the associated ZIP file to .zip_BAK. You can still see it in Mod Manager, but it will be disabled in the game. You can see the disabled mods and reactivate them by closing and reopening the program. Pressing EDIT once will show you the XML files located in storeItems within modDesc.xml. These files are the files in the in-game store associated with the mod. You will see and can change the Name, Brand, Lifespan, Price, and Power status of the items in the store. When you make changes to these fields, the SAVE option becomes active, and pressing it will change the relevant field in the mod. Note that I haven’t added controls to the input fields; you can enter a special character or letter where you want to enter a number, and the game might ignore this or break the mod. The ACTIVE button changes the relevant storeItem field in the storeItems section of modDesc.xml to a comment line in the code. The game store will no longer be able to see or display this file. It can be reverted to its original state. I added this so that if there are multiple store items in a mod, you can’t see the ones you don’t want in the store. For example, let’s say the modder has a tractor but also added a trailer. You can remove either the tractor or the trailer from the store. Use the SAVE option after each operation in the EDIT window.

The EDIT option is active if the storeItems section exists in modDesc.xml. Otherwise, this code will be deactivated.
I added two different languages; you can change the default to Turkish and English from the top right menu.
Thank you in advance to everyone who shows interest.

Changes:
You can now change the “Category” data for mods in the EDIT window. For example, you can move your mod from the Small Tractor category to the Medium Tractor category.
Mod window names were not being translated during language changes, but now they are displayed in the selected language.

Version 1.0.2 changes:
The default language is now English. I should have thought globally from the start. :D
If there are faulty modules, an additional window has been added for this, and some changes have been made to how the code works. If there are files causing ERRORS on the first read, you will now receive a warning window when the loading process is complete. Here you can see the names of the faulty files. You can now export these files to a TXT file by name, move them to a folder named ERROR_FILES, or delete these files directly. Also, when you close the window, you can reopen it by clicking on the ERROR warning area below.
Two more buttons have been added to the mod cards. I added a FOLDER button to go directly to the file’s relevant folder with the selected file. Also, if desired, there is now a DELETE option in the main menu.

Version 1.0.3 changes:
Performance improvements. The application now runs faster.
Date option added for the Sort function. Modes can now be sorted by modification date.

Version 1.0.3.1 changes:
Visual issue with mod cards in the main menu has been fixed.


Author: BUG05


Report bugs in the comments and help modders improve this mod. Always check the comments, you can find a solution.


Helpful Information: How to install FS25 mods | FS25 System Requiremnts | FS25 Modding Tutorial | Giants Editor for FS25 | How to Convert mods | FS25 Cheats

More Misc mods


About Farming Simulator 25 mods
Farming Simulator 25 supports game modding for PC, Xbox, or PS5. FS25 Mod may change your game from small to complete changes. You can create a Farming Simulator 25 mod file and share it with our community. When is a good time to try Farming Simulator 25 mods? We recommend playing a game with these FS25 mods after you finish the Farming Simulator 25 starting pack and are bored with the game basics. So it's time to try new machines, such as harvesters or tractors, which are not included in the basic game version.
As you already know, Farming Simulator 25 developers support mods installation, which will add more vehicles or lands to your game. Check our Best FS25 mods lists for PC, Mac, PS5 or Xbox Series. Just follow these simple steps: choose the LS25 mods category, download the mod for the Farming Simulator 2025 version, and install it into the mod folder. Remember, all Farming Simulator 25 Mods are free, and download as many as you want with no limits. We want to create one of the biggest Farming Simulator 25 Community and invite you to share FS25 mods with everyone.

Leave a Reply

Do you need help or to say thanks to the mod author? Just leave a comment below!