TSW God Mode, currently still in very early alpha, wants to be a utility inside TSW itself in form of a pak mod, accessed by moving your mouse to the top edge of your screen while driving, to help modders with creating their own mods or anyone with just having a bit of fun!
A UI for some of the
ts2.rtt console commands allowing you to spawn any Formation or RVD (Rail Vehicle Definition = a single rail vehicle) at will and routing yourself to a marker or portal
A UI for controlling most TSW Environment variables like Date & Time, Cloudiness, Precipitation, Wetness, Ground & Piled Snow, Wind Strength, how autumn- or winter-like the vegitation is, the temperature and Fog Density (and skylight intensity too because that's used pretty often as well)
Because of Unreal Engine stripping all debugging features, including everything logging related, when TSW is getting cooked for you, the end user, modders have it hard to debug their own Blueprint-based mods. This mod introduces it's own log system to make the process of creating such mods a little easier.
Get the files required in the Editor on GitHub here!
With Alpha 0.2.0 a UI for all Train Sim World specific console commands (and some
STAT-commands) has been added, with value previews for Console Variables, and special UIs for
ts2.dbg.ToggleDriverPermission. A few commonly-used commands have also been hard-coded in a 'Favorites' menu, which will be made customisable at a later date.
- Teleport to Player Start - Teleport to a on-foot route spawn point
- Spawn HDX Jeep - Spawns the unlockable drivable Jeep from the Holiday Express DLC (required)
- Show all Ribbons on Route Map - Show hidden trackage on the pause menu route map
God Mode has a very basic console implemented that feeds the user's input into Unreal Engine's
ExecuteConsoleCommand Blueprint node. That means that there's no console output and that
GETALL do not work!
Zoomier Zoom is a seperate zoom system that zooms a lot more than TSW's before! FOV range is between 5 and 130
- God Mode added to "Linke Rheinstrecke"
- Markers are now gathered at runtime, which means God Mode compatibility updates with routes will become easier and faster (Known issue: The markers' alphabetical sort only sorts by the first letter. I wanted to get the update out with LFR but couldn't quite finish the sorting)
- Console Commands UI:
- Extras menu: "Teleport to Player Start", "Spawn HDX Jeep", "Show all Ribbons on Route Map"
- Pull Down Menu UI backend
- God Mode added to "Edinburgh - Glasgow", "Birmingham Cross City", "Bahnstrecke Bremen - Oldenburg", "The Holiday Express - Runaway Elf" and "New York - Trenton"
- Marker list added to "Edinburgh - Glasgow", "Birmingham Cross City", "Bahnstrecke Bremen - Oldenburg", "The Holiday Express - Runaway Elf" and "New York - Trenton"
- Changed highlight colour of the 'Train Sim World - Alpha' theme to red
Foob_GodMode_EDN-BCC-BRO-HDX.pak - 26.01.2023
Foob_GodMode_BCC-BRO-HDX.pak - 16.12.2022
Foob_GodMode_BCC-BRO.pak - 06.12.2022
Foob_GodMode_BCCPatch.pak - 20.11.2022
- God Mode now can differentiate between TSW 2 and TSW 3 which is indicated via an icon in the settings window
- Added Universal Electrification and delete train UI in the Runtime Timetabling Window under "More Options" while the Console Command UI feature is still WIP
- God Mode added to "Schnellfahrstrecke Kassel - Würzbrug" and "Cajon Pass"
- Marker list added to "Schnellfahrstrecke Kassel - Würzbrug", "Cajon Pass" and "South Eastern Highspeed Extended"
- Something something hidden command
- Window Resizing
- God Mode added to "Island Line 2022"
- Marker dropdown system implemented
- Marker list added to all current routes (latest release: "Island Line 2022: BR Class 484")
- Modder's Log "Event Begin Play" Fix: When log entries are made before the Widget has spawned (by using Event Begin Play) your entries will no longer be sent to the void, instead to a log buffer
- Environment Settings Skylight Intensity slider replaced with spin box
- German Localization added
Installed like any other pak-mod by being copied over to your Train Sim World 2 or 3
FilesFoob_GodMode_EpicGamesPakFiles.zip 5 MB · Downloaded 87×
If you're playing TSW 3 on Epic Games install one of the pak files in this zip, chossen based on one route you own (see README.txt inside the zip)
This pak file is for TSW 3 + 2 on Steam and TSW 2 on Epic Games
Previously uploaded files have been downloaded 10,175 times before being withdrawn.
About this mod
- 10 Jul 2022
- 4 days ago
- Train Sim World
- Type of content
- Train Sim World 2: Steam version (UE4 4.26), Train Sim World 2: Epic Games Store version (UE4 4.26), Train Sim World 3
**Fantastic mod, only in alpha and already a game changer **
Just brilliant! It amazes me how far mods have come on since the early TSW2020 days to literal God Mode today
very good mod I liked it a lot but the locomotives that are generated with the mod do not work they do not advance
I've had them work fine for multiple people 🤔
What loco are you trying to sapwn?
I already tried with all the locomotives and they do not react
I´ve tested around a bit and I have also come across multiple locos which didnt work:
RVD:(always as Light engines)
DCZ Railpool 185.2
DRA MRCE 185.5
DB BR 182
DCZ Railpool 185.2
DRA MRCE 185.5
DRA 146.2 (does work if you drive it from the cab car)
All other trains I tested worked.
Haven't tested them all but the BR 363 doesn't work for me neither. It runs when I spawn the loco, but as soon as I get seated in the cabin the engine shuts down and there is no possible way to start it up again.
When I spawn another 363 it's the same story, but when that engine shuts down the other loco starts up again!! Unable to drive it anyway. Strange...
So after some further testing of the locomotives Steinchenwelt already played around with (thank you very much for that):
The DRA 363 problems I can confirm to be like BassV explained. When spawning multiple DRA 363s they all are actually broken, but others engines turning on when sitting in another 363 is just TSW trying to save resources by simplifying the simulation of those other 363s, which in the process of simplifying seems to turn the engine back on. If you own DCZ I can assure you that the DCZ 363 works, don't know about the RSN one though.
All other locos Steinchenwelt listed I could get moving by toggling AFB on and off once.
Hope this helps and you can understand that I can't do anything about the DRA 363
Thanks for the tip with the AFB, its working now!
Thanks for testing Foobian. I only have the RSN 363 and that one doesn't work. But a Class 66 works fine on dieseltracks too ;-)
Update: I got the RSN 363 working!! Turn off the power and fuel pump switch and then you can start the locomotive.
How is the program executed ?
The .pak file is installed like any other pak-mod for TSW by being copied over into the game's DLC folder like explained above in the Installation Instructions section of the mod page. In-game you access the mod's functions by moving your mouse to the top edge of the game while loaded into a route
How can I create marks for points I want to get guided to?
You can't create any, only use the ones DTG made
And where can I see/find those?
The marker name you can either get with UUU (Universal Unreal Engine Unlocker) by entering the following commands:
GETALL TrackMarkerProperty MarkerName
GETALL NetworkPortalJunction PortalName
Absolutely love the ability to spawn locos and trains, great to discover unused brances :)
Le changement de locomotive ne fonctionne pas, cela provoque un déraillement et le scénario s'arrête
i literally made an account just to thank you. This is the thing that i needed in tsw. I always felt like there's not enough freedom, but this is something else. Just keep it updated and i'll love you for it.
also could you please explain more the 'route me to function'? Does it make a path to the desired marker with setting up juctions and signals? If so, what exactly is a marker that I should put in?
Yep it does exactly that.
The marker name you can either get with UUU (Universal Unreal Engine Unlocker) by entering the following commands:
GETALL TrackMarkerProperty MarkerName
GETALL NetworkPortalJunction PortalName
or you can wait for me to add manually put together lists for each route giving you a dropdown menu:
Thanks for your response, yet I don't feel very confident with the UUU, so I guess I'll just wait ^^
The UUU Does not work. If I press comma (thats the key i configured it to) nothing happens after injection. I really want to try out this feature
Train Sim World 2 overwrites the console key specified in UUU. Depending on your keyboard layout the console might actually be on the
If I type "GETALL TrackMarkerProperty MarkerName" in the console of UUU I get a long list of all the Markers (400+).
Is there a way to copy the output from the console to a text file?
Nope, i.g. the only way to get something out of that console is via your eyes, which is really hindering in many ways. But just so you know the marker dropdown is progressing well!
Awesome!! All we need then is a map with the location of all the markers and portals hahaha! ;-)
Ok first off, this mod is absolutely amazing!
Can there a thing where it disables the game forcing you to restart when passing red signals or derailing? And also when spawning trains or spawning stuff in general, can there be a way to remove them by any chance?
For passing red signals I use the Save bug (you pass the red signal and at the moment the notification pops up you press ESC and S (to save), then go to main menu and load previous saved game).
For disabling derailing I bet that the command ts2.dbg.DisableDerailment will help.
For deleting trains I use command ts2.dbg.RemoveTrainFromTrack, but I don't know how to use it properly yet.
If I understand correctly, you should use the commands with value (ex. ts2.dbg.DisableDerailment 1, but feel free to correct me on this one)
There is no need to pass a red signal anymore ;-) Find the name of the signal, let's say it is "LR 11" Then type in the console: "ts2.signals.setroute LR_11 0" without the " and the signal will be no longer red. If this doens't work then type "ts2.signals.setroute LR_11 1" or "ts2.signals.setroute LR_11 2" etc.
EDIT: I found out that some signals just won't change and they just stay red :-(
When I enter commands in the console they don't work. Do you know why?
What command did you type? They do not all work, like the "getall" etc
I would be extremly happy if you're able to make it possible to add services to the timetable or create completly new ones and then be able to make the set of new timetables to a .pak so we can upload these timetables here on trainsimcommunity
awesome thx a lot thats what i always wanted 🥲
Hey I just downloaded your mod and installed it like it is explained but now my game constantly crashes
how do i get the train engine started i though the train does not want to run
Is it possible to get more information for console? How to create routes?
A question regarding the control of the routes:
I enter in the menu my desired station to which I want to drive ... But the signal remains red for over 10 minutes.
What am I doing wrong?
Maybe there is another train with a green signal that is blocking your route. And are you sure you typed the right name of the destination?
Can you see the route on the map? Maybe there is no path from the track you are on? I've had the same issue. Tried another track as starting point and boom, the signal showed green. :)
Yes, I can see the path. It’s 1 station after Chemnitz Hbf and I start on the normal track.
Hmm, don't know what's going on... sorry.
Is it possible with that mod to get a VR view?
No, that is not in the realm of possibilities for a "simple" TSW mod, because that would involve significant changes in the Train Sim World executable. There is paid a program called vorpX , which hacks VR into games on a driver level. But I have no experience with this program and have no idea how well it works with TSW.
I already tried it but the controls are very buggy (looking around) and the performance is very bad
DerZugvogel, how did you make VR?
Awesome mod and a lot of fun to mess with! It has a lot of potential. How about adding the possibility to speed up the time with the "slomo" command or run faster with the "ts2.dbg.MaxRunSpeed" command. Or the "ts2.dbg.StrikeBolt" and the commands for more passengers etc
I'm also looking forward to the list with all the portals and markers!
In a future version I want to categorise and make many console commands and console variables easily accessible in a Menu Strip style UI. I just have no idea how to tackle that yet, so I hope you can be patient a bit more.
The "route me to" menu you showed here before already looks great! I created an account here just to give this mod a thumbs up and to thank you for your work so far. Looking forward to future updates!!!
Could you explain to me a little more precisely how to set the routes? I've heard that you can do via the console somehow, but I found so far nowhere what exactly is meant by console ... The "Rout me" field? And how do you get access to the "console" if it wasn't the "Rout me" field? And is there the possibility to set signals and soft individual? So, for example, that I can drive on the München-Augsburg line on the stub track at Hackerbrücke?
Google UUU (Universal Unreal Engine Unlocker) and read about it. It's easy to find and understand.
So I have now done that as well as downloaded the program ... Read all markers works ... But the commands to switch the red signal do not work. I am just with a S-Bahn on the route "Munich-Augsburg" in Mammendorf on the track with the buffer stop ... The signal is called according to the sign
If I enter the command ts2.siggnals.setroute P7_16, ts2.siggnals.setroute P7_16 1 or ts2.siggnals.setroute P7_16 2 nothing happens.
What am I doing wrong?
It's speld with one g, so signals and not siggnals
seria possivel usar as pinturas feitas por nós...
Short and simple answer: No.
Great work. Only issue I've had so far is that it breaks the zoom if you're using controller in cab view. It works fine for exterior view though which is strange.
¨Please make it easier to use. i have no clue how i can spawn a train on a route that it TSW2 normally doesnt let you drive and then get it to recognize where i wanna go
Hello, is it possible to add liveries to train when spawning?
Or, is it possible to remove trains?
Remove trains: Open the console with the [
>_] button in the top right and enter the command
ts2.dbg.removeTrainFromTrackwhile sitting in a driver's seat of the train you want to delete
Another question (sorry): is it possible to remove locos instead of full consists?
Simply uncouple the loco from the consist
Nice update! The dropdown menu makes it a lot easier to pick a location. Still too bad that it's not always clear where the location exactly is. Maps like this could be useful as a start: https://umap.openstreetmap.fr/en/map/tsw-rro_463893#14/51.3570/7.4567
I still struggle with the routes, sometimes nothing happens and it's hard to understand why, because there's no feedback why a route is possible yes or no. Well, that's not entirely true, the console of UUU gives some feedback. But even when it says: "done! service quickdrive service##### added" a lot of times the signals don't change, even if the tracks are clear, no other trains are in the way. So a lot of question marks still ;-)
But keep on going Foobian! It's still a lot of fun to experiment!
An absolute game changer!
The only issue I am currently having is that when spawning in an electric train, the train struggles to distinguish whether it is on electrified track meaning that it can't take power. Diesels work completely fine.
Oh. My. God! That Zoom function!
I didn't like that endless FOV Zoom
This is awesome. Regarding weather - would it be possible to simulate dynamic weather systems? Cycle up and down wetness/precipitation/wind etc throughout a journey or something with various presets. The static nature of the default weather is pretty dull when traveling long distances.
Do you think you could have a reference list of commonly used console commands for the console tab? it would be nice to have them accessible from in-game instead of having to look up the list every time.
"Route me to" feature doesn't work at all
Excellent work Foobian, I await further developments with eager anticipation :).
Do the Northern Trans Pennine route markers appear in the drop-down menu, as I don't see anything in that box.
Hi, thank you for making this mod, but I would like to know if it is possible to increase the traffic density or add some new trains into the timetable permanent timetable? If so, how?
very nice tool
Funktioniert bei mir irgendwie nicht
Firstly thank you for an amazing mod. I am primarily interested in controlling the weather and environment and think that the main problem is with the DTG rain setting. It seems that as you increase the amount of precipitation the fog or haze associated with that rain increases disproportionately and much too agressively. In real life heavy rain mutes colours but does not reduce them to greyscale for near objects in the way that TSW2 does. Is there any way of breaking this link or reducing this effect? Or even allowing a chroma adjustment to counterbalance this? It seems that for all its potential improvements the rain setting in tsw3 will look the same! Thanks again for this mod
Thanks for the kind words first of all. Decoupling fog and preciptitation is not possible, some have even dug as far as creating new "weather scenarios" (weather presets), but no luck. Colour grading (which is what I imagine you mean with "chroma adjustment") you can already do, albeit not with a nice sliders, but through the inbuilt console accessible with the [
>_] button in the to right. Simply enter the commands
r.Color.Minfollowed by a space and your desired floating point value and hit Enter. I'm not sure how much this helps with your specific issue with the rain though, but I hope you find some good values while playing around.
thanks thats really useful info. At least I am not the only one to notice this! Its a shame that the default rain setting is as it is. There is no comparison to TS classics weather with the AP pack. Also storm weather skies are way too bright. At least with your mod it is now possible to dial down the rain and get more realistic colour. I will have fun playing with the colour settings anyway!
Olá Pessoal, alguem sabe dizer se é possivel melhorar os farois das locomotivas?por que os farois das locomotivas sao tão fracos? já os farois das GP38-2 NS já são melhores . vçao mais distantes... são um pouco mais realistas
This is a game changer! Cannot play without it..
Are you planning on making a TSW3 version? If so, is it possible to add the save commands as a quick button? As it is hidden from the UI for now.
I would add my support to the request for a tsw3 Version...... the ability to change the environment 'live' is massively useful.
Very Nice! Can you bring it to TSW3?
hi, I have put the pak file into the relevant pak folder in tsw3 but it crashes on startup with a reference to your pak file in the unreal engine notification panel. should i delete the version in tsw2 or iis that not the cause of the ptoblem?
This is absolutely amazing and I'm very impressed you could pull this off. I have one suggestion though, and that is can you add a way go change the camera speed, more importantly, the freecam?
Ive redownloaded it on TSW3 and it seems like the 66 doesnt work with the route thing anymore
i think i get crashes with this mod if i delete it all works in tsw 3
I've just downloaded the latest version, and placed it in the DLC folder. It doesn't seem to work in TSW3. If placed in the PAK folder, the game crashes on start.
If it helps..... if I place it in the DLC folder (where TSW3 now seems to place all the pak files) it works as intended. If I place it in the Pak folder it I find that it crashes the game on startup.
I am wondering wether or not fog and precipitation can be decoupled using the UE4 console commands r.FogDensity and r.FogStartDistance so that rain no longer desaturates the colour so much from the near foreground? Some of the descriptions surrounding these commands are a bit above me though! lol
Is there a way to set the skylight intensity starting value to something other than 1.0? Is that in my .ini setting I have it set to 0.5 but the mod always overrides it to 1.0.
Has anyone got this working in the Epic release of TSW3?. Thank you.
Don't think that will work. I don't get it working with Windows Live also, since a have an Xbox Live account and it doesn't work either. Other mods also don't work. I think mods work only with the Steam version...?
o tsw3 de vocês salvam o progresso na minha da stean nao tem a opção de save
Can you add the option to spawn a train with a custom livery in the Runtime Timetabling? That would be amazing
What they said! I'd love to be able to spawn in a custom liveried train; particularly, as the mod also allows us to route them to places that aren't available in the "vanilla" route.
This Mod is changing the FOV in TSW3
Yes... that's one of the features of the mod
Would it be possible to modify only this function to normal mode without removing the Mod
There's a check box in the God Mode settings but I forgot one line of code and it doesn't return the TSW zoom to its working state
Amazing! However, one question. Is there ANY possible way to remove the signal fuction in TSW2? Ive always just wanted to bypass them, y'know?
Yes, there are multiple methods by now, I'll tell you about the easier two.
First, you can use God Mode to save the game with the command
ts2.dbg.ShowObjectiveUIafter having SPADed (passed a red signal), and then reloading that save from the main menu
Second, you can use a patch trainsim.cz (aka. Muff) made that just straight up disables SPADing and also increases the livery designer layer limit to the maximum possible value. You can download that mod here: http://www.trainsim.cz/?mod=article&showid=2555&query=
the mod works fine for me on train sim world 2. but cant get it to work on train sim world 3, the Epic games version. Any advice ?
I also have an issue with the locomotives not being able to be ran. I've tried shutting them down and restarting and nothing. Some will work just fine but others just are like a decoy. The ones I use mostly are the american diesel locomotives like the SD40-2 and what not. The brakes will release, but after going through the start up and flipping the correct switches in the cab the locomotive does not move other than being on a grade she will roll down the hill with brakes released.
Hey, first I want to thank you for this mod. He makes the game much better! But switching signals, I haven’t quite understood that yet.
I usually drive the track “Tharanter Rampe”, the exit signal in Dresden HBF is “30 ZR267”, ZR267 is under 30. So what do I have to enter? “ts2. signals. setroute” and then?
Thank you for your help.
The person who made This is a god!
Hey, Thank you for this awesome mod ! One quick question. I have set a route and I have reach the destination. Is there a way to set up another destination just after ? or maybe a way to clear the current one and to set up a second one ? How to tell to TSW that we have reached the destination because there is no marker... ? thanks in advance for your help
If you stand up and sit down again you get a proper instruction with marker and all. Then it acts like a proper service and is completable with a completion screen as well
Yes it is working well, you are right ! Thank you very much for your help.
Hi there, once you have finished the objective, and set a new objective with god mode, using the runtime timetabling (same ui as the one to spawn your own consist), it doesnt set a new path and keeps your signals at danger, is there a way to fix this? I am unsure of how to use the command line to set an objective currently.
Hello, tell me what commands are controlled by semaphores? after all, there are no signs on them.
Do you know how we could disable the AI on a Trainset ? For example I have built a push pull compo with two BR143 but with a such config I cannot set up a route because I have myself at the front and an AI at the rear : the dispatcher is bugged here. Thanks in advance
The way that I fix that, is by deleting the AI train, and just spawning it with no route
Brilliant mod, love the zoomier zoom & been able to change the weather on the fly.
how do i activate god mode what key is it
no key needed hover mouse pointer on top of the screen
Cheers mate, do i need both files installed
If you want God Mode on the newly released Brimingham Cross City route, yes
Can you implement things like faster run, fly, ....?
If you use Universal Unreal Engine 4 Unlocker you can have it set to walk or run faster
So I have spirit of steam on TSW2, and the tender and engine are 2 seperate RVD's, is there a way to couple them? As I have been unable to find a way. (and yes, I know you can just spawn one as a light loco, but I'm wondering about RVD's)
DTG doesn't want the player to uncouple tender and engine, so they didn't setup the coupler to be interactable. This means you can't couple the two, you always need to spawn the formation
how do i download this for xbox store on pc?
hi, I had buyed TSW 3. So than i want to install this mod but it dont worked. I had packed the mod in my DLC ordner. But I cant use the god Mode ingame?
I am not able to drive a spawned ICE 3 because it does not get electricity even if i raise the pantographs
Battery she's "off" maybe
You have to close circuit breaker
I absolutely love this mod! Is it possible to spawn in a loco in a livery (from livery editor)? I can only find the official versions in the list
I second this comment.
Awesome mod by the way, nice work!
Hey Foobian! This is probably the best mod to ever become a thing for this game! This seriously opens up alot that DTG failed to include and who knows why. My biggest thing I want to know possibly is how to use the command line to set route paths and force signal and switch changes. I'm aware of the function added under where you can spawn locos and how you can only do it once. I'm assuming using the manual command line will override anything? I already have some information regarding the specific route I'm in and it's the Boston to Providence line. Do you have any idea on what any of the exact signal and station codes are? Someone told me the stations are for example "Mansfield_East_TR1" as a command but I have yet to get anything to set a path. Or "Block_2031_West_TR1" as an example. Any help appreciated!!
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