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Consider it one of those annoying instances of running mods on a game.
I run no mods on any game... Guess what... I have no issues playing my games.
A mod will write a dependency into the save file:
eg MOD = superflashygfxitem: item (119998)
So when the game loads the save file it tries to access the dependency.
If the dependency value is no longer valid, usually due to the mod updating, the save file will no longer be useable
Delete your save for that town and start a fresh. If you do this without using mods you'll most likely never have another problem ever.
I have serious concerns about the quantity of assets you're using. They appear to be far more than you have the memory capacity for, but that isn't necessarily related to this issue.
There seems to be at least two instances of a NR error. One involves an asset and the other involves music or soundbite from the radio - be aware that the music tracks and soundbites are recognised by the game as assets (or objects) and the absence of these from a save that used them will generate a NR error just as well as a missing building for example.
Solutions... first make sure you have an exact match for your custom content enabled that you used in your save when you attempt to load that save.
Reduce your subscriptions to within your meagre 8GB of RAM which is only sufficient for a small selection of mods and assets.
You have old version of Move It mod; unsubscribe it and use the new one (by Quboid) instead.
You have old versions of Fine Road Tool and Fine Road Anarchy mods; unsubscribe them and use new versions (by Klyte45) instead.
You have old version of Traffic Manager: President Edition; unsubscribe it and use TM:PE v11 STABLE (or LABS if you want latest features) instead.
You have old More Beautification mod which causes lag; unsubscribe it and use Find It! (by Boogieman Sam) instead.
You have old Rush Hour II mod which is obsolete and causes lag; unsubscribe it and use Real Time (by Dymanoid) instead.
> at RoadBaseAI.CanEnableTrafficLights
A network (road, rail, etc) asset is missing. Fix that with SafeNets mod.
Alternatively, enable all the "Safe Mode" options in Loading Screen Mod before loading your save.
> at RadioPanel.AssignStationToButton
I've only ever seen those caused by Nursing Homes mod (or it's assets) - did you ever use that? If so, remove it. If those errors are fixed by updating mods (as listed above) please let me know as I'm always interested to find what causes errors.
> at Building.PlayAudio
> at Building.CalculateGroupData
Unsubscribe Control Building Level Up v0.4 as it is game breaking.
https://github.com/CitiesSkylinesMods/TMPE/wiki/Object-reference-not-set-to-an-instance-of-an-object
I've got that error after migrate my game (in the EPIC games launcher), from an HDD to a SSD, in a new computer with new windows, but after a while, breaking my desk, my head..., you know, i noticed that I had not installed all the Visual C++ x86/64 libraries
I installed all of those (4 in total), and the game launched as good as ever.
The Visual C++ libraries that I've installed are:
* Microsoft Visual C++ 2010 Redistributable x86 and x64 (both)
* Microsoft Visual C++ 2015-2019 Redistributable x86 and x64 (both)
It's weird that Epic or Cities Installer doesn't install the required Visual C++ by itself, or doesn't provide a folder containing that important things unlike other games I have (example Sonic CD that comes with the installers of the C++ and DirectX).
I hope it helps. Greetings from VZLA
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
bro added nothing of value