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Rapporter et oversættelsesproblem
Yes I am aware a small portion of PC players play vanilla or vanilla with a few QoL mods, but we also all are aware I think that it is a small portion of players. Almost everyone has 10 mods and multiple large, game changing mods at minimum.
All bridges, cranes etc moving again as they should.
Great work!
added support for klyte's LoadingScreenMod (fixed for airport DLC),
updated Harmony dependency to v2 (now requires Harmony mod to be subscribed)
You can use CAL without LSM. I will release a fix next week(end)
plugin `1664509314:Custom Animation Loader (CAL)` added successfully!
Adding package '1706978404' [C:\Program Files ... \1706978404\Animated Excavator.crp]
... and the excavator is not even there, the other animated assets are not working.
I do not see your output.txt, but I assume that Custom Animation Loader has unsuccessfully loaded.
It could also be possible, that you have a broken asset, and the Custom Animation Loader fails to function with it.
I hope you're able to fix this, thanks.
This is the error code:
A Mod caused an error [System.Exception]
Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at CustomAnimationLoader.Patches.WorkshopAssetUploadPanelPatch.Revert (Harmony.HarmonyInstance harmony) [0x00000] in <filename unknown>:0
at CustomAnimationLoader.Mod.OnDisabled () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
I have another question. Can this animation be added to "self-changing building", "residential building, office building"?
I want a cool residential area, hahaha
: https://steamcommunity.com/sharedfiles/filedetails/?id=2489788264
You need to give a unique name (maybe use the asset name + creation date) for the asset bundle name in unity editor: http://cslmodding.info/mod/custom-animation-loader/#prefab-asset-bundle
"In the bottom of the inspector window click the AssetBundle dropdown and click "New" and give it a unique name, it can't be the same as any other asset bundle of any other asset."
gdkk: Animation bundles must have a unique internal name (NOT animations.unity3d). Solution: In Unity Editor, choose a unique name for your bundle (like the current timestamp) and build it. Then rename the bundle file to animations.unity3d and move it next to your .crp file."
I followed the video instruction, why after I finished the production and entered the game, there would be this pop-up prompting "error"
How can I solve the problem? Thank you!
How did you detect the presence of the boats?
Or is it a clock cycle to open the decks, and the boats wait for the line to be available?