Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game loads mods every time if you don't use the Paradox Launcher.
Simple enough?
Let me elaborate. Without the Paradox Launcher, my game loads faster, doesn't CTD unless it's a mod, and loads mods first time every time even when I use CONTINUE instead of LOAD.
I'll make it even simpler...
Paradox Launcher is why mods don't load the first time.
PERIOD.
Considering the fact that using the Paradox Launcher is meaningless to the player, why even use it? It's just a tracking device that sits between you and the game you paid for. It requires you to do some extra clicking for no purpose other than for Paradox. Start the game without it, and your mods will load every time. And you might not have crashes, as I don't, except when a mod is being actively used, and we all know 'Mod support is in beta stage'.
Hey there - so I just followed your guide, and unfortunately some mods - of course the crucial ones - are not appearing. To be exact: anarchy and better buldozer.
When I open the game, I've received the following error message 3 times:
[object Object]
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
cohtml.LogWriter:Log(Severity, String)
cohtml.LogHandler:WriteLog(Severity, String)
cohtml.LogHandler:WriteLog(Severity, String, UInt32)
cohtml.Net.ILogHandler:SwigDirectorWriteLog(Int32, String, UInt32)
cohtml.Net.cohtmlNativePINVOKE:View_Advance(HandleRef, UInt32, Double)
cohtml.Net.View:Advance(UInt32, Double)
Colossal.UI.UIView:Update()
Colossal.UI.UISystem:Update()
Colossal.UI.UIManager:Update()
Game.SceneFlow.GameManager:UpdateUI()
Game.SceneFlow.GameManager:Update()
I'm not really familiar with what this could mean, so I'm hoping you might have a better insight for this.
Also, when I've opened the game using your method (or when I did it before), the main menu showed that "Mods loading - Initializing mods" with a circle, that supposed to show the %, but nothing appeared there.
I know this works on the three installations I have on three PCs, my two nephews who play, and two friends who play it. It's working for all of us, except one nephew who also has the continuing 'object reference' issue still ongoing and nothing seems to get his mods to load well.
As for the difference in "Mods loading - initializing mods" it looks identical for me. I'll ask my nephews and friends doing this if they notice any difference.
I was afraid of hearing something like what you've described :( So the investigation is still continuing for me haha
It's like trying to troubleshoot an entire ship, but the systems are all different and don't interact well and some don't even have diagrams or instructions for them.
tl;dr = start the game from skyve, instead of the launcher, or "bare", you may get better results
- anarchy is available, however when I open for example the road panel, the button is not there (even though I set it up in the settings)
- better buldozer is not available
- tree controller either
- find it is not working either
but other useful mods such as move it, plopping growables works just fine.
It's definitely not a standard windows variable like %APPDATA% or %TEMP%.
But it isn't a variable with a value, there is no value ever set for it, and there is no substitution statement. It is not an 'argument' which is used to pass outside information into the .exe file, it is only a parameter which does whatever the programmer of the .exe allows for the switch/call/tag/parameter to do. CO decided what %command% would allow and what it would do when they wrote the program file. Or they allowed the usual, standard "start it on it's own like a big boy program without training wheels" behavior. A programmer can change things so that it would do whatever they want. They can also make it do nothing with the next update/patch/fix or they could change it to do anything they wanted it to do when you add the %command% parameter. It is up to them. But basic vanilla would be 'treat it like it was started normally on it's own' or 'just start it'.
But like I said, in this case, it is just saying to the Cities2.exe "Hey, run and don't worry about what you usually start up alongside it."
So now it doesn't call and open ParadoxLauncher, it just starts itself (Cities2.exe) all by itself.
I await a more recent programming/coding student or practitioner to clarify.
Or correct.
LOL
If you want to learn more about this, google or search for terms like
"what do parameters do in a program shortcut"
or
"executable file shortcut parameters"
or anything about parameters for a program shortcut
Playlist: 1
18 mods
10.44MB
DependencyPack
DependencyPack
0.36MB
V.1
Required by: Gooee, LegacyFlavour, LegacyFlavour, ExtendedTooltip
Enabled
Unified Icon Library
Unified Icon Library
0.61MB
V.10
Required by: Anarchy, Anarchy, Better Bulldozer, Better Bulldozer, Line Tool, Line Tool, Tree Controller
Enabled
I18n EveryWhere
I18n EveryWhere
0.63MB
V.18
Required by: Anarchy, Anarchy, Better Bulldozer, Better Bulldozer, Tree Controller, Asset Packs Manager [Beta]
Enabled
ExtraLib
ExtraLib
0.39MB
V.7
Required by: ExtraLandscapingTools, ExtraLandscapingTools
Enabled
Gooee
Gooee
1.39MB
V.10
Required by: LegacyFlavour, LegacyFlavour, ExtendedTooltip
Enabled
Road Wear Remover
Road Wear Remover
0.01MB
V.1
Enabled
Move It
Move It
0.09MB
V.15
Enabled
Traffic Lights Enhancement Alpha
Traffic Lights Enhancement Alpha
0.7MB
V.4
Enabled
Anarchy
Anarchy
0.86MB
V.8
Required by: Drive-In Cinema Asset
Enabled
Line Tool
Line Tool
0.04MB
V.9
Enabled
Better Bulldozer
Better Bulldozer
0.38MB
V.6
Enabled
ExtraLandscapingTools
ExtraLandscapingTools
1.7MB
V.5
Enabled
LegacyFlavour
LegacyFlavour
0.23MB
V.7
Enabled
ExtendedTooltip
ExtendedTooltip
0.11MB
V.1
Enabled
PedestrianPathfinding
PedestrianPathfinding
0.36MB
V.2
Enabled
Free Range Camera
Free Range Camera
0.37MB
V.3
Enabled
NoDogs
NoDogs
0.01MB
V.1
Enabled
Traffic
Traffic
1.48MB
V.4
Enabled
I got some help on discord, some lovely people found out my issue - it was the gooee mod which left JS related files in the mods folder. Now all of my mods are working. Still, I'm keeping your suggestion, and keeping the "no pdx launcher" option on :) Finally some happy days are coming, first time since the game has launched!