Cities: Skylines

Cities: Skylines

Advanced Vehicle Options
1,635 Comments
Tim  [author] Dec 20 @ 12:00pm 
@newbystep - There is no clear guidance for this, as Colossal Order did not really explain these values. Most users do a trial and error approach, e.g. for me it was important not having cars which waggle around corners. Depending on the asset itself, you will need to changedfor each vehicle, one by one and each value to have best results. Do use very small decimals to validate, what a vehicle is doing with that.

And I doubt that with the huge varity of vehicles out there, that another user has the same assets and on top the same settings like you or me. But maybe there is one and will answer here too.
newbystep Dec 20 @ 2:29am 
I want to create car movements that feel realistic. Does anyone know the specific values for this?
Tim  [author] Nov 28 @ 11:36am 
@Volvo - can you check, what the Service Building shows you here in the Vehicle Selector dropdown ? If it shows "Random", set to some other Taxi asset vehicle you may have or shows here. If "Random" is not selected, it will spawn any of the other cars. If no vehicle is in the list, recheck the settings of AVO, if these are still disabled. You can download any other Taxi vehicle asset from the Workshop which will be enabled by default.

https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/00-FAQ-and-Troubleshooting#04-city-service-buildings-only-spawn-vanilla-vehicles

However as said, if you have reset everything as per guidance below, no vehicle is disabled and all settings for any vehicle asset are defaulted to the assets designers values.
Volvo Nov 27 @ 3:11pm 
i got 11 Taxi Depots and 13 Taxi Stands Across the city And No Other Mod that Conflicts with Transportation Except TM:PE.
Tim  [author] Nov 27 @ 10:56am 
@Volvo - too bad, but then it is not related to AVO, the reset functions restore everything back to game base standard. Do you have any other mod running, which deals with Public Transport oder Vehicle Selectors ? Is there a Taxi depot built and available taxis ? Some taxi go outside the city, then you do not see those in your city.
Volvo Nov 26 @ 3:24pm 
I did this once and did it again now, still. No Taxi's.
Tim  [author] Nov 26 @ 11:47am 
@Volvo - Set the game in the game options to "Pause at Start". When savegame is loaded, do not start the simulation, but open AVO. Now llocate the "Vehicle Configuration" options in the lower left. Click to "Reset all" and confirm. Next click to right side of "Vehicle Options". Click Removed Driving and Remove Parked while holding SHIFT.

First will reset all vehicle car data to default values of the game, second will remove all vehicles in the game, so that only cars with defaults will spawn.

Unfortunately you have not told us, what you did before, so I suggest full reset of any vehicle data.

https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/02-General-Overview
patrioticparadox Nov 24 @ 4:36pm 
NO, IT DIDN'T. YOU DID THAT YOURSELF. PLEASE STOP YELLING. yOULoOksILLy
Volvo Nov 24 @ 4:35pm 
THIS MOD PERMENTLY RUINED MY TAXI'S SPAWN I CANT FIX IT WHYYYYYYYYYYYYYYYYYY
ApollonDriver Nov 2 @ 9:57am 
@patriotic I find 0.5 or 0.3 to be a good setting. If you want ultra realism it's 0.3, if you want cars to tilt a little but not comically, 0.5 is good.
Tim  [author] Nov 2 @ 6:34am 
@patrioticparadox - unfortunately there is no clear reference on lean/nod. Then I used these values in my games, I always check for the individual vehicle, how hard it turns in a curve, when turning. Based on this I carefully changed the values until it stopped "waggle" around a corner. I also noted, that the behavior is different between assets.
patrioticparadox Nov 1 @ 5:56pm 
@Tim are you aware of any reference for the lean/nod setting? I've wanted to tweak these for a long time but haven't found good information on adjusting them.
ApollonDriver Nov 1 @ 2:40pm 
Any problems you people experience are caused by you only, this works with no issues for years now
Tim  [author] Oct 23 @ 10:42am 
@AntsLoverForever - you need to have at least one vehicle active in every section. Especially in the section Citizen there is this "Personal Ride", the Electric Car and the Sedan, which must have an identical replacement. If you deactivate the vanilla Electric Car, you need another Electric Car, e.g. some asset like a Tesla model active, and this asset must be configured by the asset author as an Electric Car.

The error message comes from the game, which tries to spawn a vehicle, but not finding a proper type active. This is not related to AVO, but internal game mechanics.
AntsLoverForever Oct 13 @ 12:11pm 
It's annoying because I'm making an Argentine town and I've never seen one of those in real life.
AntsLoverForever Oct 13 @ 12:10pm 
i discovered what that error appear when y delete a personal electric transport ride
AntsLoverForever Oct 13 @ 9:01am 
it dont work
AntsLoverForever Oct 12 @ 10:33am 
I'm going to try unsubscribing to the mod and resubscribing.
AntsLoverForever Oct 12 @ 10:32am 
When I delete a vehicle, I activate it so it doesn't spawn. I get an error that says:

Object reference not set to an instance of an object [System.NullReferenceException]

Details:
No details

It's annoying, it keeps popping up.
Tim  [author] Sep 28 @ 1:22pm 
@King Arron - it still saves all the data for me. The Lean/Nod will change the behavior of the vehicle turning in curves and with weird values the game will behave weird. Both values should be changed with care and knowledge, that the game may produce issues.
King Arron Aug 29 @ 10:41am 
Whenever I try and set the lean/nod to 0, it keeps changing itself back. If I change them to 0.01, the vehicles behave erratically and start jumping or doing roly-polys. Loved this mod but it’s useless now.
Tim  [author] Aug 21 @ 11:28am 
@Vannen - usually this is separated, Cargo Trains are a different type then Passenger Trains. It might be related to asset created by the author of the train asset itself.
Tim  [author] Aug 21 @ 11:27am 
@DaOPCreeper - A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
DaOPCreeper Aug 21 @ 7:20am 
anyone know of mod that has this same function for being able to control/prevent vanilla assets from spawning but for houses/residential?
Vannen Aug 21 @ 12:07am 
A lot of the cargo trains I have installed come with a passenger version for dummy routes I guess. Disabling the passenger version also seems to disable the cargo version as well. Is there a fix for this? Other than that, wonderful mod, thank you
Tim  [author] Aug 16 @ 1:48pm 
@fishermand - this is the correct way, deactivate the vanilla (untick the box) and then set to random. I can only assume, that there is another mod interfering. Recommendation: use the above linked "Vehicle Selector" from Algernon - it goes more deep into the spawning procedure of the game. Both mods are compatible with each other, Vehicle Selector will override settings of AVO.
patrioticparadox Aug 15 @ 3:27pm 
No
fishermand Aug 15 @ 3:08pm 
I turned off the vechiles in the mod when I went to service ie fire police etc if I use random still spawns the base game vechiles I turned off in the mod maje sense ?
Tim  [author] Aug 15 @ 10:37am 
@Chris6d - which vanilla vehicles types do you see spawning ?
Tim  [author] Aug 15 @ 10:36am 
@fishermand - comment is too short to help you. First question would be: did you set vehicles in the Service Buildings to "Random" ? If you do not set it to "Random", then it will spawn what is selected here. Second question would be, what category is affected ?
londonrials Aug 11 @ 2:49am 
Works for me
patrioticparadox Aug 7 @ 9:07am 
It does work.
fishermand Aug 7 @ 8:57am 
dont work as vehicles still spawn after turninng them off
Chris6d Aug 4 @ 4:28pm 
I noticed vanilla vehicles are still spawning even though I have them off, and there are custom varieties. It's got nothing to do with service vehicles. Anyone now how to fix?
Kombat Wombat Aug 4 @ 12:39am 
@patrioticparadox

I've noticed a huge discrepancy between what mods are actually active, and what Skyve says there are. I activated AVO in Skyve, no change sadly.

I did not know about having mods locally, only assets. Should be a pretty easy fix then.
Tim  [author] Jul 29 @ 10:44am 
@Kombat Wombat - Item is still here, nothing changed. Possibly there is some issue with Steam, I had this with other mods on PC in the past.

Additional to what patricoticparadox advised: you can always do is to copy the mod folder to the "local mod" folder: /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods

(Afterwards it should be ensured, that the item is unsubscribed and the folder deleted to avoid mods loading twice.)

If C:S starts up, it will look, if a mod is here and will load this one. Hope your issue resolves soon!
patrioticparadox Jul 26 @ 7:19pm 
Check the mod folder to make sure it's there and has files in it. Check Skyve.
Kombat Wombat Jul 26 @ 3:43pm 
After being subscribed to this mod for years it has suddenly disappeared from C:S for me (Mac), despite being subscribed. It's not even showing up in the content manager. I've tried re-subscribing on the workshop and nothing has fixed it. Any ideas?
Onyx Jul 9 @ 6:03pm 
This still works, FYI Cities Skylines Community, Put in the comments to say IF it still works, and make sure to tell creators to update when not! Keep Cities Skylines 1 great!
Tim  [author] May 7 @ 12:28pm 
@Dregn Ryder - unfortunately the original author of the mod used due to limited possibilities in the beginning of the game a very simply technique to build the windows. Changing will most likely break a lot, and that is also the reason, why the window cannot be moved around or is smart enough to change the position. I am sorry for this inconvenience.
Tim  [author] May 7 @ 12:25pm 
@patrioticparaodox - thanks for helping out. Highly appreciated.

@tfbofficial - be always careful, what you want to change. Some settings may break the gameplay, as the simulation does expect a different behavior of a specific vehicle.
Tim  [author] May 7 @ 12:23pm 
@Stellaris - happy to hear you figured it out. It is always difficult to pinpoint sometimes the root cause.
Tim  [author] May 7 @ 12:22pm 
@AI Masri Cat - no, AVO did not have such functionality. It always uses the asset name from the original author. But there is mods out there, which allow such, but I also cannot remember it anymore.
༺♡༻ May 5 @ 12:15pm 
Tim, it was my mistake. I wasn´t doing it correctly. It works fine. Ty ♥
76561198249670006 May 4 @ 6:48pm 
I might not be remembering correctly, but didn't AVO once have an option to rename vehicles? If not, maybe that's something to consider adding? Many people on the workshop don't always name their assets in a neat and clean manner and going into the asset editor for every vehicle can be a pain.
patrioticparadox May 2 @ 11:23am 
There is! The link to the wiki is in the description...
https://steamcommunity.com/sharedfiles/filedetails/?id=1145223801
tfbofficial Apr 24 @ 1:51am 
Hello. Is there any documentation for the vehicle special properties? For checking what the properties do and their units.
Dregn Ryder Apr 23 @ 8:01pm 
Tim - Is there a way to move the customization window? It it pushed offscreen by some other mods I have for public transport, and I'd love to have it attach to the side instead of the bottom, if possible.
Tim  [author] Apr 8 @ 2:02pm 
@Stellaris - do you have any other Public Transport mod installed ? These mods usually have own settings for passenger capacity.
༺♡༻ Apr 1 @ 6:48am 
Can´t modify the passengers capacity