Farming Simulator 22 mods
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Peugeot Partner La Poste V1.0.0.0
Peugeot Partner La Poste V1.0.0.0 Brand: Peugeot Model: Partner HP: 75-110 Year: 2006 Price: $6,500 Discover this Renault Kangoo La Poste designed to offer maximum possibilities in PR. Numerous configurations: bodywork, equipment and accessories Full Interactive Control (IC) to interact with many elements Detailed interior and exterior “CAUTION – FREQUENT STOPS” sign (Foldable!!) Perfect for mail rounds, parcels and postal interventions Little Easter Eggs are hidden on the vehicle! Required mods: Interactive Control
Zetor 6911/6945 V1.0.0.2
Zetor 6911/6945 V1.0.0.2 Hi i want to give you this zetor pack. i fixed few things and add few things sooo lets get what i did added drive shaft on 6945 added Interactive control from vertex added rear work light fixed tires fitment added mud to the tires fixed gear lever animation soon as possible i will add character animation to the gear lever. note if you find anything tell me and ill provide fix soon as possible. V1.0.0.2 new cabin configuration new lights protection new wheel weight fixed transmission license plate only in slovakian cabin license plate in classic cabin i will try to fix that later i hope for now you will like this and yeah enjoooy Required mods: Interactive Control
More Realistic V20260807
More Realistic V20260807 20260807 – add Pottinger Jumbo 8450DB (self loading wagon) – fix bug with “MR_DynamicMountAttacher” (example : combine header trailers) What is MoreRealistic Mod ? A deep modification of the game to make it enjoyable for me (especially the driving experience since I want the game to be a “driving farming simulator”) MoreRealistic history: IRL, I drove my first tractor at the age of 7 (only the steering wheel, Ford 7000 and IH745) I am also a software engineer (but not only) I discovered and played LS2009 just before Farming Simulator 2011 was released I started modding with FS2011 -> the game physics was too bad (unrealistic flying tractor. The more weight on the wheels, the more power you get, no rolling resistance, etc etc) So, I created MR11 to get the best driving experience from the vanilla game (and fix many bugs like the farm bales elevator). Once FS2011 with MR was feeling great to me, I released MR11. But it was a bit late : Farming Simulator 2013 was released too, it took me “ages” to make MR11 (thousands hours). Then, I worked on MR13 because vanilla FS2013 was feeling so bad compared to MR11. Another time, it took me a bunch of time to get the “MR engine” ready, and then, I had to convert every piece of equipment to be “MR”… And then expansion vehicles… And so, I spent another couple of thousand hours on this one. When FS15 was released, I gave it a try : still not good, I could not feel I was driving a tractor. I check what could be done with modding, but didn’t achieve to do anything good (didn’t even achieve to apply proper gravity) => so no MR15 When FS17 was released, it feeled the same. As usual, it was like playing with “playmobil” tractors. I achieve to make MR17 and spent a lot of time to convert vehicles. Of course, there were even more vehicles than before = I guess I spent the most time on this one (more than 3000 hours ?) At the end = I spent all my free time to this mod, but did not have time to enjoy the game with it… Then, FS19 was released => I had a new job, and no time for playing (more than full-time job = 3000 hours per year). So, no MR The same for FS22 => same job and still no time for FS or MR. Why MR25 ? I bought the game just before release, I achieved to play almost one hour before trying to mod the game. The driving experience was too bad : Just set manual direction change to “ON”, and try to cultivate a field with base MT635 = unplayable. Each time you shift in reverse, the R1 speed is selected (crawling) and you have to shift all the gears up to get a decent reverse speed. It quickly become unbearable. IRL, John Deere 3650 is one of “my” tractor (spent a couple hundred hours driving it) => gearbox is “badly” set in game. (hi-lo lever is not in the right direction, and it feels like driving a powershift tractor). Gears ratio differences have also nothing to do with IRL, I couldn’t feel driving a 3650 MF 8570 harvesting at 10kph whatever the yield, the crop, the incline… I bought a Fendt (vario transmission) : driving experience was “disgusting” (in 2 words : flat and dull) This was already more than I could handle : the “simulator” word was lost What can you expect from MoreRealistic ? rolling resistance (something not present in base game engine, but really, really, really important IRL for farming vehicles) // air resistance too, but not so important better tire forces (example : no more possible to pull more than your weight) earth gravity (this was not the case in base game FS2011 and 2013) IRL mass (realistic fillType density, no mass limit, better center of mass) More realistic harvest and working speed (still a bit “easy” compared to IRL, but you will want that high horse power shinny tractor or bigger combine now.) Engine with proper torque curve (try to compare John Deere 3650 and Landini REX4 120 with or without MR, at work in a hilly field) new transmission management (MR game engine make use of its own function, for automatic shifting too = far more realistic – try making 0-40kph with the MT635 with or without MR, automatic shifting ON) => it can handle hydrostatic transmission (drive 30 seconds the Massey Ferguson 8570 on road without MR and with MR => if you love driving by yourself : difficult to get back to base game feeling) no automatic brake when going downhill and going faster than max vehicle speed – let’s hope AI is able to brake now MR Combines take into account “liters per second” and crops (less yield = faster combine speed. Harvesting less than 100% of the header width = more speed). MR Combines are limited by : header max cut speed, combine threshing capacity, engine power (chopping straw = consume more power = maybe less speed if the combine is underpowered in the current crop) variable center of mass depending on the fill level tires do have a great impact in game now (Example : just try to cross a wet field with a full trailer fitted with narrow road tires) What should you not expect from MoreRealistic ? overriding every piece of equipment in the game, the expansion, the official mods… (It would require me more than 24 hours a day to achieve that in an acceptable time) Fun facts I bought the game on Steam first. And then, I had to buy it directly from Giants because modding is not welcome on the steam version of the game… (no lua game source) Each MoreRealistic project is started from scratch. I do not copy code from previous game. It can take me dozens of hours (hundred ?) to remove some unwanted vanilla features that would take Giants minutes to remove (say hello FS2011 “damping” value) It seems every piece of equipment I look at is “wrong” (maybe I look too much ?) : APE50 is not CVT driven IRL (manual gearbox like a motorbike, but shifting lever = rotating the whole left handle. And then, you have a reverser lever.) Aprilia 125 is not 100Hp at all IRL (especially the current 4 strokes engine) Landini REX4 is not a GT version (this is a F version in game) Amazone Spreader is not a 3200 model (this is the 2600 version : not the same width at all) GreatPlains 1500 has the wrong optionnal attachment : this is not a fertilizer unit ! this is the small seeds attachement unit Challenger MT635/645 and MT655/665 = not the same engine ! sisu 7.4L and 8.4L / not the same transmission : funk 18/6 and 18/9 (and so, not the same weight either) In base game, more than 90% of vehicles share the same engine (same torque curve, just a factor applied to derate the power). You can’t feel the difference between a 8.4L valmet engine and a 3.6L deutz engine => this is not a wanted experience for a driving simulator, especially with manual gears A few times, MR25 has been stopped (nearly aborted) because I didn’t achieve to “bend” the base game engine like I wanted With base game engine, when playing with Giants studio attached to debug and “vehicleDebug” active, the game engine is eating your memory (RAM) => this is fixed with MR engine MR is best suited for “hardcore” players who play vanilla game and don’t spend time searching for mods => the ones that would never know MR exists
American Claas Pack v1.0.0.0
American Claas Pack v1.0.0.0 These CLAAS LEXION combines have been converted into a proper U.S.-standard configuration and now feature added chaff and crop residue on the cab and rear of the combine. The residue automatically changes depending on the crop being harvested, including wheat, barley, canola, corn, and more. All added chaff and cab crop residue can be removed by washing the combine. GEFD25 / GIANTS Software – Original models, features, and functionality BigBlue9988 – U.S.-standard conversion and the added changing chaff and cab crop residue system
Avatar Switcher v1.0.0.0
Avatar Switcher v1.0.0.0 Avatar Switcher is a Farming Simulator 25 script mod that lets you save the current player appearance as a reusable preset and switch between saved avatars from an in-game selector. Features Save the current wardrobe appearance as an avatar preset. Give each preset a unique ID, display name and category. Select an existing category or create a new category while saving. Contextual help explains the save fields with examples. Filter saved appearances by category. Apply or delete presets through an in-game selector. Open Avatar Switcher while on foot or inside a vehicle. Save directly from the player wardrobe through the Save to AvatarSwitcher control. Store presets outside the mod ZIP so they survive mod updates. Refresh preset data without restarting the game. Provide a public API for integration with other mods, including Helper Profiles. English, German and French localisation. Compatibility Farming Simulator 25 Version: 1.0.0.0 Script mod for PC and Mac Single-player only Multiplayer is not supported No additional mods are required Using Avatar Switcher Saving an appearance Open the Farming Simulator wardrobe and configure the player appearance. Select Save to AvatarSwitcher. Enter a unique Preset ID. This is the internal identifier used by Avatar Switcher and compatible mods; spaces are stored as underscores. Enter an optional Display Name. This is the readable name shown in the selector. If left blank, the Preset ID is used. Choose one of the existing categories shown in the list, or enter a value in New Category to create and use a new category. Use the contextual Help panel for field explanations and examples, then select Save. Applying an appearance Press the mapped Open Avatar Switcher control. Select a category. Select a saved appearance. Choose Apply. The selected appearance is written to the player settings and Avatar Switcher attempts to refresh the active player immediately. Deleting an appearance Open the selector, choose the preset and select Delete. Deleting a preset does not change the appearance currently in use. Preset Storage Avatar presets are stored at: Documents/My Games/FarmingSimulator2025/modSettings/FS25_AvatarSwitcher/avatarPresets.xml On first use, Avatar Switcher creates a new empty preset file directly in the modSettings folder. Saved presets remain there when the mod ZIP is updated. Before Avatar Switcher first writes an appearance to gameSettings.xml, it creates this backup when one does not already exist: Documents/My Games/FarmingSimulator2025/gameSettings.avatarSwitcherBackup.xml Known Limitations Multiplayer is intentionally disabled and unsupported. Live appearance refresh depends on the current player and wardrobe runtime state. When an immediate refresh is not possible, reopening the wardrobe or reloading the save applies the stored appearance. Player configuration paths are validated before live refresh so an unknown or unavailable model configuration is not passed to the game loader. Preset IDs must be unique.
Wartburg 353 Tourist & Caravan v1.0.0.0
Wartburg 353 Tourist & Caravan v1.0.0.0 Bring some vintage touring charm to Farming Simulator 25 with the classic Wartburg 353 Tourist and its matching functional caravan. This project began as a permitted conversion of the original FS22 mod created by honved4. The FS25 version became a joint effort between Just Joe and SecondChanceGaming3709, combining Just Joe’s initial conversion and custom feature development with extensive repair, stabilization, testing, and final release work by SecondChanceGaming3709. Features Wartburg 353 Tourist with matching attachable caravan Selectable New and Rusted conditions New condition selected by default Color-changing rust system Selectable main paint color in both conditions Rust and weathering remain visible over the selected paint color Selectable Wartburg seat colors Selectable camper mattress colors Selectable awning and chair fabric colors Custom rust, dirt, wear, and weathering textures Dynamic dirt and wear on New-condition materials Weathered camper body, door, awning, chair, step, and hubcaps Corrected Wartburg-to-caravan hitch Functional camper sleeping trigger Independent camper-door animation Interactive Control camper door Camper door remains independent from the awning and chair deployment Proper DDS textures with complete mipmap chains Repaired XML, i3d, child-node, animation, and trigger references Final in-game testing and log verification completed New and Rusted Conditions The store includes two selectable condition options: New Rusted The Rusted condition does not lock the Wartburg or caravan to one color. You can select your preferred main paint color while the custom rust and weathering remain visible over it. The Rusted condition also adds matching wear to the camper body, camper door, awning hardware, chair frame, step, and Wartburg hubcaps. The New condition supports dynamic dirt and wear so the camper materials and hubcaps become dirty naturally during gameplay. Color Options The following colors can be customized separately: Wartburg and caravan main paint Wartburg seats Camper awning and chair fabric Camper mattresses All three camper mattresses change together. Functional Camper The caravan includes a usable sleeping trigger, allowing it to function as a mobile camping setup without registering itself as or replacing your permanent farmhouse. The camper door is independent from the fold-out system. Deploying the awning and chair will no longer automatically open the door. The door can be opened and closed separately using the Interactive Control point located at the outside door handle. Its position can also be saved between sessions. Camper Controls Select the caravan using G Press X to unfold or fold the camper awning and chair Use the Interactive Control point at the outside door handle to open or close the camper door Use the sleeping interaction beside the camper when you are ready to sleep Required Mod Interactive Control is required for the independent camper-door controls. Make sure Interactive Control is installed and enabled when loading your save. Installation Download the ZIP file. Do not extract the ZIP. Place it in: Documents/My Games/FarmingSimulator2025/mods Enable the Wartburg Tourist mod and Interactive Control when loading your save.
Tarter Bale Feeder v1.0.0.0
Tarter Bale Feeder v1.0.0.0 Simple Bale Feeder for FS25 Big Thanks to Bennys FS Models For the model
TPF 45 FS22
TPF 45 Price: 50,000 Choice of wheels Choice of color That's where the privacy ends
CLTST North American Trucking FS22
This is the CLTST (Critical Lift and Transport Simulation Team) North American Trucking map, made for crane lifting jobs, heavy haul transport, and construction/public works. Features: Expansive highway and road network High rise building/skyscrapers in the city large refinery and factory Shipping port Multiple demo jobs, bridges, airport runway, buildings 2 underground mines and a underground tunnel with material to move custom signs and more this is not the final version and update will come that has traffic splines and better train tracks Highly Recommended that you download the CLTST mods, and Coldfire Rigging. https://jrbrownoverland.itch.io/ https://xxcoldfirexx.itch.io/
FS25 Dynamic Lowering v1.0.3.0
FS25 Dynamic Lowering v1.0.3.0 This mod allows the implements with which it is associated a dynamic lowering into the soil once lowered in the work phase. LIST OF COMPATIBLE MODS: Version 1.0.0.0 or newer – Ocrama Kane 300 (by SMI Modding Team) – Ermo Levante (by SMI Modding Team) – MGP P Series (by SMI Modding Team) Version 1.0.1.0 or newer – Ermo Kronos Evo Series (by SMI Modding Team) Version 1.0.2.0 or newer – Valentini Ripper 5500 (by SMI Modding Team) – Ermo FSV & TV (by A-ndrea) – Eurospand Solco Air (by A-ndrea) – Pastò Thor 300 (by A-ndrea) – Ermo Ripper 300 (by A-ndrea) – Rapisarda T-Rex 7 (by A-ndrea) Version 1.0.3.0 or newer – Ocrama Jigsaw Series (by SMI Modding Team) For any integration requests on other equipment, please feel free to contact us via social or e-mail. Changelog v. 1.0.3.0: – Added tools on the list of compatible mods
FS25 Self Fix And Repaint v1.0.0.1
FS25 Self Fix And Repaint v1.0.0.1 Repair your vehicles and implements directly in the field with a battery-powered drill and restore their paintwork with a spray can. No more trips to the workshop! Doing the work yourself costs a fraction of what a professional repair and repaint would set you back. Battery Drill Price: $250 Description: When using this tool, the necessary money for the repair will be deducted, the final cost will be much lower than what you would pay at the workshop. Spray Can Price: $1,000 Description: The spray can has a maximum of 10 uses, each use repaints an amount that depends on the size of the vehicle or implement to be painted, an expensive vehicle requires more uses. The final cost will be much lower than what you would pay at the workshop. 50-Use Spray Can Price: $4,000 Description: This spray can has a maximum of 50 uses, each use repaints an amount that depends on the size of the vehicle or implement to be painted, an expensive vehicle requires more uses. The final cost will be much lower than what you would pay at the workshop. Changelog 1.0.0.1: – Added new languages: Simplified Chinese, Ukrainian, Brazilian Portuguese, Finnish, Danish, and Norwegian – Improved translations for the languages already included – Added a new 50-spray can
Selectable Bale Capacity Pack v1.8.0.0
Selectable Bale Capacity Pack v1.8.0.0 V1.8 Updated xml files for compatibility with game update v1.21.1.0 Edited windrow mass so when an incomplete bale is in the baler it is only 10% of the normal filltype mass, requiring less HP to move the baler with larger capacity bales. Changed the extra pickup width options to a fixed 6m, 9m and 12m to make it easier to know what width to set when using GPS. Minor adjustments to improve pick efficiency. Updated mod description. V1.7.0.0 Updated xml files for compatibility with game update v1.20.0.0 This pack includes modified versions of all the base game Balers that allows you to select a bale capacity of up to 9x the standard bale capacity. Each Baler has a store configuration option that allows you to select between the default pickup width and a +2m or +5m wider pickup width. (Thanks GMNGjoy) Also included are modified base game Bale Transport, Bale Wrappers and high capacity Forage Mixers that support the larger capacity bales. The increased capacities are displayed in the CONTROLS window of the HUD as additional bale size options and can be selected as you would normally select bale sizes. The bales produced by the 1x, 2x, 4x & 9x bale options as listed below are set to a max weight of 100kg so are liftable by hand. The size options displayed are: NOTE: Due to the modified bale sizes any Bale Loaders & Bale Wrappers that are NOT modified to support the new bale sizes will not work. NOTE 2: The included Fastbaler is not supported by the PC only Round Baler Extension mod. (Does not wrap bales) NOTE 3: I recommended using a higher HP tractor than normal when making large capacity bales to compensate for the extra weight of product in the baler.
Cows Farm v1.0.0.3
V1.0.0.3 We’ve rebuilt the main farm, and now all buildings can be sold We’ve added pigs and a stable We’ve added large vineyards, olive groves, and rice paddies, along with their associated equipment Welcome to the Cow Farm. We are talking about an unrealistic map where I tried to make as much dairy farming and every other animal as possible. Basic Cow Farm: Which can be found: – 6 plots of land (there are small and large lands) – Basic animals (2X3500 cows and 2500 sheps). – Basic plants – BGA – You can also find a forest – An natural water source too! There are high performance machines. CHANGELOG v1.0.0.2: Fixed a bug where the trigger could now be eaten by cows.
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