Modifications 71766

FS19 others mods

If you can’t find the mod category for the mod that you’re looking for, if you have a hard time figuring out where your mod can be or if you want something different to add to FS19, you came to the right place. In the category of FS19 other mods, players can expect to find exciting, unique and very different modifications for their game. For example, some additions work like addons but aren’t really addons, they’re just tools that a developer or a very experienced player could use.
There are also mods for other types of tools and items that couldn’t be put in any other category that we have on our mod catalogue. There are a lot of other mods that you could use. They will all change the way you play, like by adding unique and fun holiday-inspired items or by changing some mechanics of the game. In general, the category of ‘Other FS19 mods’ is usually inhabited by unique and rare solutions for players of the simulator who definitely want to change particular details about their gameplay.
Check out the Farming Simulator 19 other mods to find something that can truly eliminate monotony and boredom from your gameplay. Download other mods for Farming Simulator 19 for free!

MAIZEPLUS V1.5.1.0

September 6, 2021

MaizePlus is a global extension, that implements Maizesilage and Grasssilage in roundbales and also the bunker-silos.
You can sell and feed the different silage-types too.

It is also possible to create Graingrist and CCM using the MaizePlus_ccmExtension mod.

So you have 4 possible silage-types in the bunker-silos and for feeding:
– Maizesilage
– Grasssilage
– CCM
– and chaff becomes wcs ( whole crop silage )

While there is less than 4000 liters in the bunker-silo, it will automatically switch its fillType to the fruit you are tipping.
As soon as there’s more than 4000 liters in the Silo that fillType is set until you empty the silo again (in case of it being fermented) or when you remove enough to be less than 4000L again.

Due to the restriction of max. 31 heightTypes (more on that below) in vanilla FS you can play MaizePlus on basegame-maps (or maps with basegame-fruits only) with Seasons but only without CCM-Extension.
If you play a map that has more than 31 heightypes enabled you can add MaizePlus_ccmExtension to your savegame and it will activate the CCM functionality.

MaizePlus is a global mod which means it automatically adds itself to everything it needs to, you just need to enable the mod (and CCM-Extension depending on the map/mods you play).

We’ve also made sure that our CCM fruitType is the same as MoreBunkerSilo and the LS-Modcompany CCM mill used, so you can use that CCM mill to create raw ccm.
Due to the similarities in fruitTypes and function we don’t recommend to use MaizePlus and MoreBunkerSilo together on the same savegame in order to prevent mod-conflicts and issues.

A more detailed explanation for the heightTypes and their limit:
The default game/map is limited to 31 heightTypes (fruits that can be tipped on the ground). The basegame is using 23 heightypes. That means that there’s 8 more left to be used by mods without having to change the heightype-limit in the map.
Our MaizePlus itself adds 4 new heightTypes, CCM-Extension adds another 2.
That means that it is possible to play MaizePlus with CCM-Extension on a modmap that has max. 2 additional fruitTypes, or 4 additional fruitTypes if you don’t use CCM-Extension, provided you don’t use any other mods that add additionnal fruitTypes.
Of course if you play other mods that also add fruitTypes you need to calculate these in aswell. (For example Seasons adds 3 new heightTypes which means that in order to play MaizePlus with Seasons you can’t activate CCM-Extension, otherwise it would be 32 heightTypes)
Sadly this limit isn’t something that can be changed globally, but has to be done by editing the map. But there is going to be updates with more heightTypes to a few well known maps soon.

Changelog V 1.5.1 Hotfix:
— Line 1083 Error on non-HE Maps fixed

Changelog V 1.5
:Bugfixes:
— Heap-Preview fixed, does not crash while loading/joining in Multiplayer with certrain mod-configurations anymore
— Tedder-Script adjusted, recognition system for drying layer should work more stable now
— Clover Fix, making clover-silage in a bunkerSilo works as intended now
— Log-Error and disappearing Silos in Multiplayer with non-default “chaff” bunkerSilos fixed
— wet clover, wet alfalfa and wetgrass won’t turn into silage in a bunkerSilo anymore (see compost-feature instead)

:Additions:
— M+ Filltypes can now be loaded with the Ropa NawaRo Maus
— Greenland-Subsoiler added
— Brewers-Grain and Beet-Pulp can now be turned into silage
— DSV-Seeds added (BigBag, Pallet, single Seed Sack)
— Compost-Feature added:
If compost exists on the map you can now compost wet-grass, wet-clower and wet-alfalfa in a bunkerSilo.
You can also add straw, miscanthus, lime and manure to either of the above to compost them.

!!Caution!! Due to changes with HeightTypes in this update it is recommended to create a Savegame-Backup before updating MaizePlus (and extensions) in case something goes wrong so you don’t lose a good savegame.
(It is also recommended to make a copy of Maize V 1.4.1 before updating so you can go back to the old version together with the savegame-backup in case something doesn’t work, since there is no way to get a older version of a mod through modhub)
We also recommend to play MaizePlus and Extensions on maps with at least 64 Heighttypes.

Changelog V 1.4.1
— Hotfix for tedder script (fix for no tedding possible on not HE-ready maps, log errors fixed)
— Heap-Preview script added, shows fillType of heaps on ground when standing on them

Changelog V 1.4
— global tedder script added
— global mower conditioner script added
— several bugfixes

Changelog V 1.3
— added greenMowingMower script, so grass and wheat can be mowed before final growth stage with seasons (thanks for the permission and cooperationn)
— added materialHolder for Icons
— added semiDry fruits to hunkerSilo accepted filltypes
— adjusted fruit/filltype pricing
— added siloClover, siloAlfalfa and semidry-horsegrass to selling stations

Changelog V 1.2
— added frutTypeConverters for corn2, crop_windrow, alfalfa (all) and clover (all)
— fermented stuff can be tipped back into the bunker silos
— crop_windrow added as chaff to bunkerSilos if exists in map
— fruitType mass adjusted to Giants values
— bale-limit increased if patch 1.6 isn’t installed
— sellpoints fixed
— Filltype-Display (adds filltype name under icon in Escape Menu)
— MixerDisplay added (shows the mixer wagon percentage outside of mixing wagon)

Changelog 1.1:
– edits needed for maizePlus-forageExtension
– bugfixes

A big thanks to our farming-agency partners that helped us making MaizePlus and the Extesions. Also a special thanks to Wopster and Rahkiin such as Creative Mesh for their help implementing Seasons and Straw-Addon and permission to use Pellet Particles.

A big thanks to Giants for their ongoinng support.
Permissions for Textures or other Content of MaizePlus can only be optained through Farming Agency.

!CAUTION! DO NOT use MOREBUNKERSILO together with MaisPlus!!!!!



The-Alien-Paul and Modelleicher

Farming simulator 2019 mods / Others
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PRODUCTIONS INFO HUD V1.0.1.0

September 6, 2021

A Hud to display the productions that need attention.

Version 1.0.1.0

– The minimum quantity per raw material in the productions from which delivery quantity this may be displayed can now be set in the settings file for each factory and raw material. It is predefined at 25%.

– The settings dialog can be opened via KEY_lctrl KEY_lshift KEY_p.

– Ignore for productions built into the settings dialog.

– Settings dialog without translations because it is not yet complete. I am publishing this by popular request so that the settings to ignore can already be made ingame.

Developed for the NF march, but is compatible with all global company productions.

The mod shows in an overlay the productions that have no raw materials.

Below that are the productions that will run empty within the next 72 hours and that are less than 75% full.

Individual productions can be ignored via the settings file that is created when the savegame is saved and in which all productions are listed.

Also shows the sales possibilities, where goods from the productions or from the silos can be sold at the best prices.

But only if the Tunis sales price trigger is installed and activated.

In addition, at least 100k liters must be available for sale in a warehouse or production facility and the price set in the sales price trigger must be exceeded.

This is the first version that I will publish. Since the documentation is a disaster from a programmer’s point of view, I could only learn that by studying other mods. Should work in multiplayer and on servers, but I couldn’t test it. Error messages and suggestions for improvement are welcome.

Still planned:

– Display of all product run times in the GC menu

– More setting options

Requires Global Company.

Sales price trigger from Tunis, if you also want to display the sales prices, is optional.



Achimobil

Farming simulator 2019 mods / Others
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VEHICLE EXPLORER V0.9.4.8

September 4, 2021

This is a revamp of the good old VehicleSort from FS17
For beginners: VehicleExplorer helps you organize your vehicles, by showing you a list which can be organized, well, sorted by you. Besides that it has a couple of additional functionality. See below.

Features
List of all steerable vehicles (Specialization: Enterable)
Set a customer order for your vehicles
Your order is saved in the default vehicles.xml, so no additional clutter
Enter your vehicles directly with a click of a (mouse) button
This is meant literally, see known issues 😉
EasyTab: Switch between the last two selected vehicles
Park your vehicles, so that a switch of vehicles via Tab ignores them
Repair vehicles and its implements
Let your vehicle and implements get cleaned on a repair from your friendly VeEx staff 😉
If Seasons is enabled, you can also let the vehicle and implements get repainted
Displaying a store image next to the list
Info box with additional informations
Motor on/off, turned on/off (for e.g. harvester) and light status is saved and restored
Different colors in the list if a vehicle is selected, or currently used by a helper/Courseplay
Config Menu
Config is saved per savegame within modsSettings/VehicleExplorer/savegameX
Show/hide trains in the list
Show/hide station cranes in the list (No idea if that actually works, would need a map with a crane to test)
Show/hide steerable implements/trailers (e.g. forwarder trailer with crane)
Show/hide brand names in the list
Show/hide your own name when you enter a vehicle
Show/hide horse power in the list
Show/hide fill levels in the list
Show/hide implements in the list
Show/hide store images
Show/hide infobox
Move infobox up/down
Show/hide a background for the infobox/store image
Change text size
Change text alignment
Change list background transparency
Enable/disable saving of the additional vehicle status (motor, turnedOn, lights)
Show/hide keybindings in the game F1 help menu (needs a game restart to take affect)
Clean vehicle & implements on a repair
Tardis integration
With Tardis (https://github.com/sperrgebiet/FS19_Tardis) you can teleport yourself AND your vehicles to any position on the map
With VehicleExplorer & Tardis you can select a vehicle on the list, and teleport that to any location without entering it. You can also configure if you want to enter the vehicle after teleportation or just drop the vehicle to another location
With Tardis Map Hotspots you can again, select a vehicle and quickly teleport that to one of those hotspots

Known issues
Although you can change all the keyboard bindings, the mouse actions are hardcoded for now
Left mouse click: Enter vehicle
Right mouse click: Select vehicle (to e.g. move it)
Right mouse click: Change value in the config menu
Mouse wheel: Selection up/down in list
Max of three columns. If you’ve more vehicles (which would be insane anyways 😉 , just disable the display of brand name etc

Incompatible Mods
SpeedControl
Actually both work fine side by side. There is just a keybinding overlap. So you’ve to set new keybindings through the game menu for Key 1, Key 2, Key NumPad Plus, Key NumPad Minus
Changed the default keybinding. So there is no overlap anymore.



sperrgebiet

Farming simulator 2019 mods / Others
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ForageExtension for MaizePlus.

This Extension for MaizePlus reworks the feeding system in FS completely. First the differentiating between the different silages from MaizePlus makes sense now, but the feeding in general is reworked to make it more interesting and also more realistic.

We also add new feeding-related food-fruits Alfalfa (with Hay and Silage) and Clover (with Hay and Silage) and Carrots.

If you want to harvest Alfalfa or Clover as fresh fodded or hay you need a Map that is ready for MaizePlus ForageExtension fruit types.

Alfalfa-Silage, Clover-Silage and carrots can be bought in the shop to feed your animals regardles of map preperation.

This Extension also doesn’t add any more heighttypes so you don’t have to worry about that. But it needs the MaizePlus base mod.

Changelog V 1.4

– added the possibility to use animalFoodAdditions.xml in a separate Zip-folder, it will be prioritised and overwrites settings within the map or the ForageExtension mod itself (for more easy of use in individually adjusting feeding)

(We suggest you use that Zip right away because it already includes all the new feeds added, all new stuff can be used in TMR but doesn’t have to be -> 0% to X% values)

– Deuka Feed added (Beetchips, Graingrist, Mineral-Feed, Power-Food, Sheep-Food, Horse-Food, Chicken-Food) each as Pallet and single Sack

– additional Feed added (Beetpulp, Beetpulp-Silage, Beetshreds, Potatoshreds, Brewers-Grain, Brewers-Grain-Silage)

– Ruby Rootcrop-Shredder-Shovel added (for Potatoes and Beets -> Beetshreds, Potatoshreds)

– Buying-Station for Brewers-Grain and Beetpulp added (can be made into silage in bunkerSilos)

– Molasses Tank (IBC) added (refillable)

– Filtered Water Tank (IBC) added

– Water Tank (IBC) added (refillable)

!!Caution!! Due to changes with HeightTypes in this update it is recommended to create a Savegame-Backup before updating MaizePlus (and extensions) in case something goes wrong so you don’t lose a good savegame.

(It is also recommended to make a copy of ForageExtension V 1.3 before updating so you can go back to the old version together with the savegame-backup in case something doesn’t work, since there is no way to get a older version of a mod through modhub)

Changelog V 1.3

– prices adjusted

Changelog V 1.2

– animalFoodAdditions.xml in map fixed (works now)

– Horse-Hay and Horse-Silage buyable bales in shop (HorseExtension ready)

– Clover and Alfalfa bales now globally added to balers and wrappers, so all standard-sized balers and wrappers work now.

– Kverneland-DLC ready

– filltype mass adjusted to Giants standard

– fillvolume fixed for buyable bales

– Strawblowers can now dissolve hay and silage too (for feeding at animal husbandries without bale triggers)

– several little bugfixes

Short summary of the features:

– all food groups for all default animals reworked and adjusted

– mixer wagons have more inputs and possibilites so the mixture is more complex and realistic

– silage-bales of the different silages, empty bulk goods pallets and carrot pallets for feeding can be bought in the store

– feeding can be adjusted map-specific (for example for new/custom animal types)

– seasons-ready

I will explain the changes with the cows as example:

– feeding is split into 4 feeding categories

– cows don’t eat the highest production feed first, they eat all 4 feed-groups at the same time

– each category is 25% production value

– the tmr forage mixing can fill 3 of the 4 categories, the 4. category (hay) needs to be filled seperately to reach 100% production

– with tmr forage mixing you can feed things you can’t feed directly (for example Sugarbeet, Potato or Grains)

– The following 4 categories exist:

+ silage-category | energy – maize-silage, grass-silage and wcs-silage

+ hay-category | structure – hay, clover-hay and alfalfa-hay

+ silage-category | protein – clover-silage, alfalfa-silage

+ fresh-fodder-category – grass, clover, chopped-maize

———————————————————

– the mixer-wagon can be filled with:

+ maize-silage 20%-50%

+ wcs-silage 0%-50%

+ straw 0%-35%

+ grass-silage 20%-50%

+ concentrates 1%-15% (soybean / ccm / barley / canola)

+ moisture food 2%-15% (beets / potatos)

———————————————————

Similar changes were done to the other animals.

We thank all mod-teams who support MaizePlus by providing maps for our MaizePlus and ForageExtension update.



The-Alien-Paul and Modelleicher

Farming simulator 2019 mods / Others
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MAIZEPLUS V1.5.0.0

September 4, 2021

MaizePlus is a global extension, that implements Maizesilage and Grasssilage in roundbales and also the bunker-silos.

You can sell and feed the different silage-types too.

It is also possible to create Graingrist and CCM using the MaizePlus_ccmExtension mod.

So you have 4 possible silage-types in the bunker-silos and for feeding:

– Maizesilage

– Grasssilage

– CCM

– and chaff becomes wcs ( whole crop silage )

While there is less than 4000 liters in the bunker-silo, it will automatically switch its fillType to the fruit you are tipping.

As soon as there’s more than 4000 liters in the Silo that fillType is set until you empty the silo again (in case of it being fermented) or when you remove enough to be less than 4000L again.

Due to the restriction of max. 31 heightTypes (more on that below) in vanilla FS you can play MaizePlus on basegame-maps (or maps with basegame-fruits only) with Seasons but only without CCM-Extension.

If you play a map that has more than 31 heightypes enabled you can add MaizePlus_ccmExtension to your savegame and it will activate the CCM functionality.

MaizePlus is a global mod which means it automatically adds itself to everything it needs to, you just need to enable the mod (and CCM-Extension depending on the map/mods you play).

We’ve also made sure that our CCM fruitType is the same as MoreBunkerSilo and the LS-Modcompany CCM mill used, so you can use that CCM mill to create raw ccm.

Due to the similarities in fruitTypes and function we don’t recommend to use MaizePlus and MoreBunkerSilo together on the same savegame in order to prevent mod-conflicts and issues.

A more detailed explanation for the heightTypes and their limit:

The default game/map is limited to 31 heightTypes (fruits that can be tipped on the ground). The basegame is using 23 heightypes. That means that there’s 8 more left to be used by mods without having to change the heightype-limit in the map.

Our MaizePlus itself adds 4 new heightTypes, CCM-Extension adds another 2.

That means that it is possible to play MaizePlus with CCM-Extension on a modmap that has max. 2 additional fruitTypes, or 4 additional fruitTypes if you don’t use CCM-Extension, provided you don’t use any other mods that add additionnal fruitTypes.

Of course if you play other mods that also add fruitTypes you need to calculate these in aswell. (For example Seasons adds 3 new heightTypes which means that in order to play MaizePlus with Seasons you can’t activate CCM-Extension, otherwise it would be 32 heightTypes)

Sadly this limit isn’t something that can be changed globally, but has to be done by editing the map. But there is going to be updates with more heightTypes to a few well known maps soon.

Changelog V 1.5

:Bugfixes:

— Heap-Preview fixed, does not crash while loading/joining in Multiplayer with certrain mod-configurations anymore

— Tedder-Script adjusted, recognition system for drying layer should work more stable now

— Clover Fix, making clover-silage in a bunkerSilo works as intended now

— Log-Error and disappearing Silos in Multiplayer with non-default “chaff” bunkerSilos fixed

— wet clover, wet alfalfa and wetgrass won’t turn into silage in a bunkerSilo anymore (see compost-feature instead)

:Additions:

— M+ Filltypes can now be loaded with the Ropa NawaRo Maus

— Greenland-Subsoiler added

— Brewers-Grain and Beet-Pulp can now be turned into silage

— DSV-Seeds added (BigBag, Pallet, single Seed Sack)

— Compost-Feature added:

If compost exists on the map you can now compost wet-grass, wet-clower and wet-alfalfa in a bunkerSilo.

You can also add straw, miscanthus, lime and manure to either of the above to compost them.

!!Caution!! Due to changes with HeightTypes in this update it is recommended to create a Savegame-Backup before updating MaizePlus (and extensions) in case something goes wrong so you don’t lose a good savegame.

(It is also recommended to make a copy of Maize V 1.4.1 before updating so you can go back to the old version together with the savegame-backup in case something doesn’t work, since there is no way to get a older version of a mod through modhub)

We also recommend to play MaizePlus and Extensions on maps with at least 64 Heighttypes.

Changelog V 1.4.1

— Hotfix for tedder script (fix for no tedding possible on not HE-ready maps, log errors fixed)

— Heap-Preview script added, shows fillType of heaps on ground when standing on them

Changelog V 1.4

— global tedder script added

— global mower conditioner script added

— several bugfixes

Changelog V 1.3

— added greenMowingMower script, so grass and wheat can be mowed before final growth stage with seasons (thanks for the permission and cooperationn)

— added materialHolder for Icons

— added semiDry fruits to hunkerSilo accepted filltypes

— adjusted fruit/filltype pricing

— added siloClover, siloAlfalfa and semidry-horsegrass to selling stations

Changelog V 1.2

— added frutTypeConverters for corn2, crop_windrow, alfalfa (all) and clover (all)

— fermented stuff can be tipped back into the bunker silos

— crop_windrow added as chaff to bunkerSilos if exists in map

— fruitType mass adjusted to Giants values

— bale-limit increased if patch 1.6 isn’t installed

— sellpoints fixed

— Filltype-Display (adds filltype name under icon in Escape Menu)

— MixerDisplay added (shows the mixer wagon percentage outside of mixing wagon)

Changelog 1.1:

– edits needed for maizePlus-forageExtension

– bugfixes

A big thanks to our farming-agency partners that helped us making MaizePlus and the Extesions. Also a special thanks to Wopster and Rahkiin such as Creative Mesh for their help implementing Seasons and Straw-Addon and permission to use Pellet Particles.

A big thanks to Giants for their ongoinng support.

Permissions for Textures or other Content of MaizePlus can only be optained through Farming Agency.



The-Alien-Paul and Modelleicher

Farming simulator 2019 mods / Others
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FS19 VEHICLE EXPLORER V0.9.4.8

September 3, 2021

This is a revamp of the good old VehicleSort from FS17
For beginners: VehicleExplorer helps you organize your vehicles, by showing you a list which can be organized, well, sorted by you. Besides that it has a couple of additional functionality. See below.

Features
List of all steerable vehicles (Specialization: Enterable)
Set a customer order for your vehicles
Your order is saved in the default vehicles.xml, so no additional clutter
Enter your vehicles directly with a click of a (mouse) button
This is meant literally, see known issues 😉
EasyTab: Switch between the last two selected vehicles
Park your vehicles, so that a switch of vehicles via Tab ignores them
Repair vehicles and its implements
Let your vehicle and implements get cleaned on a repair from your friendly VeEx staff 😉
If Seasons is enabled, you can also let the vehicle and implements get repainted
Displaying a store image next to the list
Info box with additional informations
Motor on/off, turned on/off (for e.g. harvester) and light status is saved and restored
Different colors in the list if a vehicle is selected, or currently used by a helper/Courseplay
Config Menu
Config is saved per savegame within modsSettings/VehicleExplorer/savegameX
Show/hide trains in the list
Show/hide station cranes in the list (No idea if that actually works, would need a map with a crane to test)
Show/hide steerable implements/trailers (e.g. forwarder trailer with crane)
Show/hide brand names in the list
Show/hide your own name when you enter a vehicle
Show/hide horse power in the list
Show/hide fill levels in the list
Show/hide implements in the list
Show/hide store images
Show/hide infobox
Move infobox up/down
Show/hide a background for the infobox/store image
Change text size
Change text alignment
Change list background transparency
Enable/disable saving of the additional vehicle status (motor, turnedOn, lights)
Show/hide keybindings in the game F1 help menu (needs a game restart to take affect)
Clean vehicle & implements on a repair
Tardis integration
With Tardis (https://github.com/sperrgebiet/FS19_Tardis) you can teleport yourself AND your vehicles to any position on the map
With VehicleExplorer & Tardis you can select a vehicle on the list, and teleport that to any location without entering it. You can also configure if you want to enter the vehicle after teleportation or just drop the vehicle to another location
With Tardis Map Hotspots you can again, select a vehicle and quickly teleport that to one of those hotspots

Known issues
Although you can change all the keyboard bindings, the mouse actions are hardcoded for now
Left mouse click: Enter vehicle
Right mouse click: Select vehicle (to e.g. move it)
Right mouse click: Change value in the config menu
Mouse wheel: Selection up/down in list
Max of three columns. If you’ve more vehicles (which would be insane anyways 😉 , just disable the display of brand name etc

Incompatible Mods
SpeedControl
Actually both work fine side by side. There is just a keybinding overlap. So you’ve to set new keybindings through the game menu for Key 1, Key 2, Key NumPad Plus, Key NumPad Minus
Changed the default keybinding. So there is no overlap anymore.



sperrgebiet

Farming simulator 2019 mods / Others
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BIGBAGS XXL V1.0.2.0

September 2, 2021

Changelog 1.0.1.0:
Selection of different capacities, price adjustment, texture error fixed, silage, forage and woodchips added.

Changelog 1.0.2.0
Textures changed, prices adjusted, chopped material and salt added.

The big bags are filled with 4,000 l and have a slightly cheaper price:
Pig feed 4,000 l = 3000.- €
Chicken feed 4,000 l = 5000.- €
Horse feed 4,000 l = 4500.- €
Fertilizer 4,000 l = 6000.- €
Lime 4,000 l = 800.- €
Seed 4,000 l = 2,800.- €



LSMT Modding Team

Farming simulator 2019 mods / Others
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SHADER PRESET V1.0.0.0

September 2, 2021

Here it is, The long awaited shader preset release!!

Today is the day I finally release my re shade presets!

(No windchaser wont be coming today, It needs more time and its better that it is not rushed)

In the file linked below you will find a full guide which provides a detailed description on how to install my shaders.

Because I do not own any other version of farm sim apart from the steam one I don’t know the location of the file paths therefore you will have to locate them yourself to complete the installation This only applies to people who did not purchase farming simulator on steam, my apologies but there is nothing I can do about this.

Please Note!!!!

I do not have excessive time to answer questions all the time which is why I have made a guide. If you send me messages they may go unanswered as I dont check Facebook messages very often and dont have the time to. Please, only use me as a last resort, there are many other people in the community who do use reshade and have experience with it. It is not specific like a mod.

Enjoy them and have fun!! Feel free to share photos of you using them in the comments, I’d love to see them!

Facebook: https://www.facebook.com/northsim1997/



North Simulation

Farming simulator 2019 mods / Others