Jurassic World Evolution

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Kaiodenic

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Kaiodenic

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JP Era Overhaul: Lite // Ultimate Mixed Eras

JP Era Overhaul: Lite has drifted so far apart from JP Era Overhaul that I have decided to make it into its own mod. This makes managing the description, images, and comments for each mod much easier.




---------- [Requirements] ----------

- This mod gives you access to all Jurassic World buildings in Jurassic Park. It should therefore go without saying that you need "Return to Jurassic Park" installed.
- The mod setup is experimental in that other DLC is optional. I've been unable to test how this works with the Raptor Skin pack and Deluxe Pack, as they also sit inside the main Content0 folder.
- Claire's Sanctuary also adds things to be main Content0 folder, but I have been assured this stuff still exists even without that DLC installed.

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---------- [Install Instructions - NO MATTER which DLC you have/don't have] ----------

--- ---
- Go to "(...)\Jurassic World Evolution\Win64\ovldata\" and delete the entire "JPEOCore" folder. The mod uses a slightly different structure now.
--- ----------------------------------------------------------- ---

- Simply drag and drop all the contents of "jpeo_lite\ovldata\" into your game directory at: "(...)\Jurassic World Evolution\Win64\ovldata\"

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---------- [Warnings] ----------

- As always, don't overwrite existing save files when you use mods. Jurassic World Evolution is flirting the edges of its acceptable memory usage, and a bad save can exceed that and make things unloadable.
- Back up your files when installing mods! Steam and Epic make it easy to go back to vanilla, but if you have other mods already working and don't want to reinstall them at any point then copy your ovldata folder somewhere safe.
- This mod adds an extra folder to your directory - "ovldata\JPEOCore." You need to delete this alongside reverting files if you want to go back to vanilla.

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---------- [Update 1.6.4] ----------

- Moved Path Gates to the Scenery tab to stop save file corruption.
- When building Path Gates: Place a path gate, wait for the game to auto-select the Debug Gate Path, then you're done. You can cancel the debug path and just use the gates.
- Every now and again (after loading saves) path gates won't auto-select the Debug Gate Path when placed down. If this happens, just delete the gate and build it again.
(The Debug Gate Path gets selected to force the game to let the gate connect to guest paths)
- Fixed Geothermal Power Plant upgrades not showing up (carry-over from JPEOEP02)
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---------- [Update 1.6.1] ----------

- Added the accidentally removed Weather Defence Station from JP Challenge Mode (carry-over from JPEO)
- Removed Viewing Galleries from JP Era Challenge Mode (carry-over from JPEO)
- Removed Viewing Towers from JP Era Challenge Mode (carry-over from JPEO)

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---------- [Frequently Asked Questions] ----------

>> Where do I find my game directory?
-- Google "How to find game directory on Steam" or "How to find game directory on Epic"
-- It'll be easier to follow an article with pictures than a text document.

>> How do I set make a Monorail Lookout Stop?
-- Place down the new "Monorail Lookout Stop" track where you'd like the monorail to stop.
-- It'll stop at the end of that special track.

>> How do I create guest path crossings on my tour track?
-- It's a bit of a process. There is a video linked on the mod page that explains all you need to know.
-- You can find that video here: https://www.youtube.com/watch?v=hQ22jwDqWdc

>> Where do I find the new Monorail Arrival Stations and Monorail Tunnels?
-- At the bottom of the "Guests" menu.

>> Where do I find the new Monorail Gates?
-- At the bottom of the "Scenery" menu.

>> Why are Jurassic Park buildings missing from Jurassic World Sandbox?
-- Jurassic Park paths currently crash when you create them in Jurassic World era parks. This is to do with how they were scripted.
-- Some mods may let you use them, but your game will crash if you do.

>> Is this mod compatible with ?
-- This mod changes values in all buildings.fdb, paths.fdb and research.fdb files. If the other mod changes those files, then it's not compatible.
-- Injection isn't a magical fix-all solution yet - if you inject a .fdb file, you overwrite everything in the existing one.
-- If another mod replaces the same overall files as this mod (Loc.ovl, Main.ovl) then obviously that's not compatible either.
-- I have released all localisation files changed in the main game. If another mod (like a dinosaur mod) edits a Loc.ovl file, you can inject the changes this game made to make a compatibility patch.

>> Can I make a translation of the mod?
-- I would be delighted if you did! You can use the localisation text file I've provided to do so.
-- You can either send me your translation, or host it on a separate mod page - either is completely fine.

>> Can I release compatibility patches between this mod and another mod?
-- So long as the compatibility patch only replaces a few files of the mod, feel free to release it.
-- If the patch replaces enough of the files to make the original mod obsolete, that's obviously not okay.
-- If you replace quite a few files and aren't sure, message me on Nexus or Discord ^.^

>> Can you make a compatibility patch between this mod and another mod?
-- As with the above, I can release a compatibility patch with a different mod ONLY if downloading that patch wouldn't make downloading the other mod obsolete.
-- If a compatibility patch replaces only some of my mod's files and all of another mod's files, I'm happy to make it and let the author of the other mod host the patch on their mod page. (like with MrTroodon's Behaviour and Stats Overhaul).
-- If you're the mod author in question, reach out to me and we can make it happen!

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