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EndDeserialize(VehicleManager) tag mismatch: [System.Exception]
Details:
No details
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
But as a result i cant use the map.
https://docs.google.com/spreadsheets/d/1mVFkj_7ij4FLzKs2QJaONNmb9Z-SRqUeG6xFGqEX1ew/edit#gid=0
But all my mods are up to date.
I tried with and without "more vehicles" which makes no difference.
When i try load it in the editor the last error message i got is this:
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
And then i click the ok button as long as i want. Editor wont let me enter. Is this map lost?
And how could this happen?
All because of this "more vehicles" mod?
System.NullReferenceException: Object reference not set to an instance of an object
at Building.CalculateLocalMeshOffset (BuildingInfo,int) <0x00010>
at Building.CalculateMeshPosition (BuildingInfo,UnityEngine.Vector3,single,int) <0x00033>
at Building.CalculateBuilding (uint16) <0x000e2>
at (wrapper dynamic-method) BuildingManager.DMD<DMD<SimulationStepImpl_Patch0>?836602496..SimulationStepImpl_Patch0> (BuildingManager,int) <0x0010a>
at SimulationManagerBase`2.SimulationStep (int) <0x0004c>
at BuildingManager.ISimulationManager.SimulationStep (int) <0x00024>
at SimulationManager.SimulationStep () <0x00693>
at SimulationManager.SimulationThread () <0x0018a>
System.Exception: EndDeserialize(VehicleManager) tag mismatch:
at LoadingProfiler.EndDeserialize (ColossalFramework.IO.DataSerializer,string) <0x001c8>
at (wrapper dynamic-method) VehicleManager/Data.DMD<DMD<Deserialize_Patch1>?2081659264..Deserialize_Patch1> (VehicleManager/Data,ColossalFramework.IO.DataSerializer) <0x02dff>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode,ColossalFramework.IO.DataSerializer/LegacyResolverHandler) <0x00134>
at ColossalFramework.IO.DataSerializer.Deserialize<SimulationManager/Data> (System.IO.Stream,ColossalFramework.IO.DataSerializer/Mode) <0x0004b>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x007c7>
at AsyncTask.Execute () <0x000a8>
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https://ufile.io/amtfo1pm
If you don't need any mods for the map, then using the launch option -disableMods is the easiest way to do that. If you need some mods and assets, but have a lot installed, then it might be worth setting up a 2nd Steam account and only subscribing to the mods and assets you need for the map on that one. You can use Family Sharing to share the game with that account, so you can swap between 2 sets of workshop subscriptions.
With no mods or just the ones you need for the map, try opening it and see if that works. If it doesn't, then it's possible the map file has been messed up by mods, that shouldn't be used in the editors.
To be honest i dont know which mods i have are useful for my map. I dont think any of them and i did not know that they affect the editor cause i really thought they are just for the simulation.
So if i disable all mods and build a new map then it will work out? I will test it soon.
Are there any mods that are needed for editor?