Problems with Mods?

Hi all,
I’ve seen quite a few mods on Nexus which say they don’t replace an existing animal - does anyone have experience with the mods and are there any things to be mindful of in terms or crashes, or corruption etc?

Thanks!
 

HeatherG

Volunteer Moderator
You can talk about them Its just links and images that are not allowed here. Otherwise its ok
 
I had 2 broken mods out of 70 stand alone animals. One was my own fault, because I didn't download an update.
No animal mod has ever corrupted a save file. And it doesn't even hurt your saves when you accidentally or purposefully delete a mod.

Building pieces are a bit more tricky. If you use them in a building, you should not delete it or it might crash your game.

In short: non-replacement animal mods are save, Building pieces need attention.

Mods are not officially supported by Frontier but you are not in trouble when you use them.
 
I used every types of mods, replacing animals, remake and new species, zero problems, especially with the new species ones (if the game crash just delete the modded animal folder and wait for the modder to release an update), remember that the replacing ones should break with every update, so if you use some of them you have to download the updated version of each and remember that with the next update they will not work (If you use a replacing one and have some problems, you just have to verify the files with steam and the game is clear again).
 
I've downloaded a lot but have purposefully limited the ones I've actually installed into the game, mainly because of the issue of keeping up with them after updates. But the handful I am using have no issues that I can tell. @Swjosdotschka can probably guess one of them, since I've made my dislike of the Frontier selection well known LOL

The only thing I ran into, was putting one in the game, and then removing the file from the game files BEFORE getting rid of the animal in its respective zoo. Since the game still read as that animal being available, it caused the game to crash, but it was only that one zoo that crashed. So I decided to just very limiting in what I'm using and I actually sold off/let die, about two dozen species that I decided I'd keep out of the game for now.

There's maybe 5 other animals I'm not seeing mods for yet that I'd be willing to play around with in game at this point. I need my wombat someway.
 
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If you want to use building pieces mods remember to NOT use them in objects you want to upload in the workshop. This will cause crashes to all the people who downloaded your file but don't have the mods installed.
That's what I forgot to add, but yes, definitely
 
I've downloaded a lot but have purposefully limited the ones I've actually installed into the game, mainly because of the issue of keeping up with them after updates. But the handful I am using have no issues that I can tell.

The only thing I ran into, was putting one in the game, and then removing the file from the game files BEFORE getting rid of the animal in its respective zoo. Since the game still read as that animal being available, it caused the game to crash, but it was only that one zoo that crashed.
That's odd. It shouldn't do it. I cleaned my modfolder today and the zoo I had a deleted animal mod in worked just fine. I remember justGoron also saying the files work fine for people without mods.
Maybe something else corrupted the safe?
 
That's odd. It shouldn't do it. I cleaned my modfolder today and the zoo I had a deleted animal mod in worked just fine. I remember justGoron also saying the files work fine for people without mods.
Maybe something else corrupted the safe?
Could be. I had about a dozen mods in the one save and decided to scale back to just two. But it could have been coincidence and been the one specific mod, since I carefully removed one first and then tried to run the game
 
What it seems though is: When you delete an animal mod and then put it back in, the former animals are in the habitat again. So the save file is keeping some data. So while it's not neccessary to sell modded animals before deleting a mod, it's probably wise to do anyway.
 
What it seems though is: When you delete an animal mod and then put it back in, the former animals are in the habitat again. So the save file is keeping some data. So while it's not neccessary to sell modded animals before deleting a mod, it's probably wise to do anyway.
And if you can't sell it (because of various reasons), close your zoo and let the animals go the way nature goes.....not that I did that or anything. ;)
 
I just did that to my prezwalski horses lol, say hello to your friend the jaguar 😂.
Ha! Yes, I had like 5 species in one habitat, the two animals I was keeping across the way got to witness the whole tragic ordeal while getting their grade 3 food, sitting on their warm beds and playing with the enrichment items I could offer.
 
Nah that's too generous, i put all my horses in an little square with electric fence and only a little puddle of water. The jaguar did the rest 😁. I miss the old Zoo Tycoon 2 days lol.

Edit: i read your comment completely wrong, it's not generous, that's savage! ahah
(Don't worry we're official Frontier animals, this can't happen to us, now let's eat and enjoy the show)
 
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Nah that's too generous, i put all my horses in an little square with electric fence and only a little puddle of water. The jaguar did the rest 😁. I miss the old Zoo Tycoon 2 days lol.

Edit: i read your comment completely wrong, it's not generous, that's savage! ahah
(Don't worry we're official Frontier animals, this can't happen to us, now let's eat and enjoy the show)
To be fair I did try to sell off as many as I could. For some reason there were 5 animals out of.....30 I think it was, that I couldn't sell back. I think because they were bought with CC, which in Sandbox, shouldn't even matter. I didn't want to be savage, but a bad zoo keeper's gotta do what a bad zoo keeper's gotta zoo.

In general with mods period I'm a little skittish, so I'll probably just stick to having them in 1 to 2 zoos total, so that if they corrupt the game or have issues with the update, it's a minimal amount of games affected.
 
I agree with Swjos, it is very easy to add and remove the mods in case of new animals. I have around 20 new species installed and only got one of the mods crashing, simply removing the mod files fixed the problem immediately, while waiting for the mod author to fix the problem. As for the mods updates, the replacement animal mods had to be updated with each major update, for the new species mods, no-one knows yet, but I guess we will see soon enough.

I dont have any new scenery mods, but heard that it is not reccomended to use in zoos that you plan to upload to workshop, because anyone who would download that zoo and doesnt have the specific scenery mods installed would experience crashing within that zoo.
 
The only thing I ran into, was putting one in the game, and then removing the file from the game files BEFORE getting rid of the animal in its respective zoo. Since the game still read as that animal being available, it caused the game to crash, but it was only that one zoo that crashed.

I think what caused the crash is perhaps you had the modded animal in storage. It happened to me with the fallow deer where I've deleted the file and forgetting that I had the animal in storage which caused my game to crash (when clicking on storage). I don't think deleting the file before removing the animal crashes the game as I've tested this and it simply removes the animal from the habitat. (I hope I'm remembering this right, I haven't played PZ in about a month).

I haven't really had any serious trouble with mods, the process of adding/removing them is pretty easy so that's neat.
 
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