Jurassic World Evolution

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Kaiodenic

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Kaiodenic

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  1. Kaiodenic
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    Sticky
    Ultimate Mixed Eras FAQ (also applicable to this mod): Ultimate Mixed Eras

    Update 1.7 Out Now!



    • Ranger and ACU skins in JP Era
    • Both JW and JP Aviaries functional in JP Era simultaneously
    • "T" now selects the ACU in JP Era
    • Ingen Database in Sandbox and Challenge Modes
    • JW era hotels now count in JP era
    • Arrival Helipads now act as functional Remote Hatcheries in JP Era
    • Enhanced Terrain Tools +
    • Underwater/Underground Feeder Placement
    • The maximum terrain-flattening angle for buildings is now 89 degrees
    • Removed Track Constraints
    • Removed Path Constraints
    • Removed Fence Constraints
    • Removed Scenery Constraints
    • [Sandbox] Removed Terrain Constraints
    • [Sandbox] Removed Building Constraints/Clipping
    • [Sandbox] Removed Entity Terrain Blockers
    • The vanilla "assumed slope" of 25 degrees has been fixed. The game, even in Challenge/Campaign, is now okay with a slope of 89 degrees. When flattening terrain, it will create a slope of 65 degrees (because the extreme 89 degrees when two buildings are stacked against each other looks a bit weird).
    • [Fix] All scenery now available in JW era
    • [Fix] Fish Feeders available in JP Challenge Mode


    Notes:

    • This should be playable on existing save files, but back up your data just in case.
    • JP Era Overhaul: Lite has been moved to a new page: Ultimate Mixed Eras
    1. Owen78
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      Aaaah!! Just woke up and saw this! You just made my day yay! =D
      Already run to download and setting everything up but got a quick doubt: since I'm going for the full JPEO version this time, I wonder if that also includes the pre-injected Enhanced Terrain Tools Mod? The download included the warning I'd need those files and already downloaded them and gave Harlequinz due credit but I'm not sure if I'd need to inject those too? (I'm guessing not, considering it's improvements in the videos, but can't find it listed anywhere for 1.7 version so just to be sure)
      I'll have to inject Enhanced Behaviour and Expanded Weather anyway, I guess. I can't wait to try this all!!
      Thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you!!! =D=D
    2. Kaiodenic
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      Heya! Enhaved Terrain Tools Plus was developed by me, so it's included yes. No worries, enjoy!!
    3. Maxilius2
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      Crazy how every update you bring out adds at least another week of interest in the game back for me: several boundaries are pushed every time, thanks a bunch!

      One small bug report is that the monorail entrance tunnel no longer appears as a constructable item in (JW) Campaign and (JW) Challenge modes (though it appears in Sandbox!), though not game breaking as the arrival point still is. I think this is actually the Exp Islands submod that adds them?
    4. Kaiodenic
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      Ah yeah, Nexus had a hell of a lot of uploading issues so it took like 6 renames for stuff to upload. It's very possible I just didn't upload the right file in the end, haha. I'll try n fix that today!
    5. dinobots02
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      Hello Guys, just wondering, what does the mod do?
  2. RadicalEdward2
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    I STILL play JWE1 with this mod more than JWE2. This mod is seriously the JPOG experience ♥
  3. notstevenclark
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    I'm sorry if I'm missing something super obvious, but I don't see anything different.  I put all the files into the ovldata folder, they're all there, but none of the changes appear.  I go into challenge mode, pick a map, set the era to jurassic park, and it's just the regular jurassic park era.  The reputation rewards don't match what your images show, it's still the same smaller roster of dinosaurs, the first couple of dinosaurs includes the triceratops instead of that being locked behind a 2 star park.  I don't know what I've done wrong.

    I know in the faq you mention that if you're missing something its because you didn't install the JPEOCore folder, but its there.  I don't understand what I've done wrong here.  I've tried restoring the backup of my ovldata folder and only installing the main file here, and that also didn't fix anything.  I think I'm just not starting the right game mode or something but I'm not sure what's up
  4. BBordewyk
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    What happened to the freely placeable tour gates? They don't appear to be in the mod anymore.
    1. Kaiodenic
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      They should be identical to path gates, but path gates are more stable than tour gates were.
    2. BBordewyk
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      The path gates only allow path connections, and unfortunately cannot be connected with the tour routes. I loved using the individually placeable tour gates because it allowed me to precisely place where I want them prior to connecting tour routes.
    3. Kaiodenic
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      It never did allow connection to tour routes though? Tours require you initialise each object in them with the ID of the tour itself - this ID was missing in freely placeable gates, thus it wasn't connect to any tour. Much like trying to connect one tour to another where the IDs don't match. This is also what cause crashes as, if you placed tour gates before placing any path, the "last path placed" ID would be null and the game would crash.
    4. BBordewyk
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      Huh, at one point this mod, or perhaps it was in the EPPF mod, had separate tour gates to place. And I never had any crashing issues with them. I would just put them on a fence and when I was ready to build the tour, I'd connect them to the route.
  5. deleted114264378
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    You gonna make this mod a standalone (without replace the main.ovl)?
    1. Kaiodenic
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      If you want to invent a programming way to remove all vanilla expedition entries and only have my own work without replacing any files, you're more than welcome to do so.
  6. deleted114264378
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    This idea is a standalone version of their improved mods like a second greenhouse (JPEO), incubation at the arrival helipad in sandbox and challenge, Sucess Rate x hatchey capacity 2.0 and incubation speed 1000.0 (JPEO), ranger team schedulling 2.0 (JPEO), assassin dart (Youtube video), monorail storps (JPEO and UME), no restrictions on buildings, scenery, paths and tracks (JPEO and UME) and enhanced terrain tools+ (JPEO and UME).
    I am not forcing you to do this, it is just a suggestion.
  7. JaceyS
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    This mod fixes so many of the shortcomings of the game, I love it! My one request is to have the option to enable "build anywhere" outside of sandbox mode --  I know it is a balance concern, but the big ass hitboxes on buildings is one of the few remaining frustrations I have. I could play in Sandbox, but then I would miss out on your Expanded Weather.

    Alternatively, you could let me know which file I would need to edit, and I can go in with OVL tool and edit the LUA or FDB myself. I already did that with EPPF-Experimental so I could set up invisible fences to keep my rangers from driving off cliffs in Expanded Islands
    1. Kaiodenic
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      Hey - editing this is in theory a Lua task, but none of the Lua files edited for this mod decompile. So, in practice, this is mostly writing hex code for binarised scripts rather than simple Lua editing. It's the only way to really add code to the these files.

      I can add an optional injectable file that will disable building restrictions outside of sandbox too.
    2. JaceyS
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      Ah, hex code is beyond my capabilities -- I am spoiled by Morrowind Script Extender, which only compiles the Lua at runtime. I will happily wait for the next version. Thank you for the response.
    3. Kaiodenic
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      Yeah it's really unfortunate! It'd be so much easier to mod if we could just edit the existing Luas as-is :/
    4. UnicornZT2
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      Hey! I wanted to ask if you still plan to add that injectable file to disable the constraints in all modes? Because I love this mod but I'm mostly a  challenge and campaign player and would really like to have that creative freedom in those modes as well...I Started my 9th campaign plathrough by now and completed all the challenge islands on jurassic in vanilla JW already, so it would be really cool to get to play them again with all the freedom this mod offers :3

      And thank you for all your hard work! Your mods add so much to the game I don't think I could ever go back to how it was before.
    5. Kaiodenic
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      I plan to just update both UME and JPEO to do that by default. Just haven't had the time to yet.
  8. cram16phi
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    Hello, Does this work for Vanilla JW and DLC JP campaigns? I just bought the Return to Jurassic Park DLC during summer steam sale. I am disappointed to learn that while buildings like the aviary becomes unlockable in Five Islands campaigns, almost all buildings and all signs and decorations from Jurassic Park are not. (There's even no tabs for signs and no way to research them in vanilla Five Islands campaign)

    I know that the aviary is going to be available in Five Islands if I complete the DLC Jurassic Park but what about the rest of the buildings, signs and the decorative 'bathroom' that looks like a shack from Jurassic Park? Does this mod make them buildable in the vanilla Five Island save campaign?

    Also, vice versa, does this mod make it possible to make Vanilla buildings available to build in the DLC Return To Jurassic Park Campaign?

    Sorry if this question has been asked before.
    1. Kaiodenic
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  9. CyberOps
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    Hey a little while ago I posted this:

    I love how you can now build without constraints but 1 issue i accidently had my pad cross the border line of the park and i cant delete it, is there anyway you can make it so you can always delete even outside the border

    you said it could be added in the following update but it wasnt added in that update.


    Also were you still gonna make that submod for instantbuilding ???

    I know you are probably busy with real life things just wondering if you didnt forget these things. Your work is greatly appreciated
  10. marino1310
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    Sorry if this is a dumb question, but does this mod add all buildings and paths in challenge mode? im trying to just get access to all buildings/paths in Challenge mode and I only see some of them unlocked as I start but im unsure what will be unlocked later on.
    1. Kaiodenic
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      It adds thematically-appropriate buildings to challenge mode, if the niche that they cover is not already covered by another JP era building. JW buildings are made to accomodate many more guests than JP is designed for, so they are unbalanced. Additionally, many of these buildings use ratings (Fun and Transport) that do not exist in JP era, so they are unbalanced in the opposite way. Therefore, they are not present here.
    2. marino1310
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      damn.. Is there any way of adding them to JW era then? Id love to have at least JP fences and paths with JW buildings. But sandbox just isnt the same
    3. Kaiodenic
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      As explained before, the game crashes when you place JP paths in JW era. Most buildings have them attached - so we can add them, but they're only usable as a janky Exit Game shortcut.
    4. marino1310
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      ah well. Thanks for the reply then. Great mods anyway! Any suggestions on where to learn about making mods? Id like to learn so i can try making my own instead of harrassing creators to change their free mod they worked hard to make
    5. Kaiodenic
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      No worries, thanks! I'm still looking into a way to have JP buildings in JW, just not promising anything yet as it's proving rather difficult, haha.
  11. Troodongaming
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    Could you add the jp signs, lights and fences to jw era? I think jw revolution does that, but i want no hitboxes
    1. Kaiodenic
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      I don't think it adds signs because that requires script editing, while JWRevolution only edits stat values in the database ^^ But I can add that stuff, sure!