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Keeping tree on roads and throught buildings is a BAD idea !
But the game says they are still there i think because in find it it says that one tree is in use 9000+ times and iam noticing that if i replace the trees my perfomance in that area goes down by a lot
I have noticed that this mod is not even there on skyve nor content manager.
I have subbed but there is no such mod. so i cant enable or disable it.
I misworded, as part of the average user base who has nothing to do with coding mods, most of us don't know the nuances involved. I apologize for that! I totally understand how annoying that can be, been there many times. I just hoped the old mods are at least to a working state after this next update, until replacements could be made.
Most of us just know that the mods with the most useful functionality will stop working after updates, we're not sure who really is at fault. Especially because of the way the modder designs their mods, we really wouldn't understand. We just have to wait until someone with the skills to do so fixes them.
I sincerely appreciate all your doing! Not to sound ungrateful, whether it's for fun or for otherwise.
No offense meant at all, you rock! I'll send you logs and a save if I ever dive back in again and have issues, but it's obviously no obligation. Didn't mean to come off wrong with that one. :)
I will be doing my best to keep these going, but to be clear: the issues with these mods are NOT in the game updates. If it was just a game update issue then simple updates would be fine and there'd be no need for full replacements. Given the state of the codebase of these mods and the number of bugs contained therein, I cannot guarantee that they will keep working for you. As others have discovered, they can work fine for a while and then suddenly have issues with a save.
If you're having issues with props/trees floating when using the new mods, then you should provide me with a copy of your save so I can fix. Ditto any performance issues.
It's mostly just lack of the same functionality and performance of the old mods, and my old saves being ruined by it. Props and trees floating/missing and frame rates a fraction of what they were after switching to your new mods.
I'm sure the newer mods will get to a point where they're better, but for now the old mods worked just fine.
I'm mostly mad at the game devs for doing this a bunch of times to "send off" the game. Killing all the old mods as creators start to retire for a while/permanently. Had they not done that, we'd still have mods that aren't breaking the game. I hope this is the last time they break things with a major update, in case CS 2 isn't quite to a playable state when it comes out.
Love the work you're doing, and of course it's your choice and we respect that. I'm just hoping someone updates these until you finish up what you're intending to do, I've been holding off on playing until the update because everything is about to break. :)
There are a lot of issues I'm encountering with the mods you're replacing these with and if it's the last Cities Skylines update after this, I'd much rather stick with the older anarchy mods.
Whenever a map loads, it is completely void of trees. I can plop new trees, but these trees have no LOD.
Also, attempting to enable/disable this mod, I get this error:
A Mod caused an error [System.Exception]
Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[System.Reflection.MethodBase,System.Byte[]].TryGetValue (System.Reflection.MethodBase key, System.Byte[]
I had seemingly the same issue as @otsow?? and @hawaiikaiboy with everything disappearing based on camera movements. If you too have this issue, I can recommend trying the following steps. At worst, it won't work and you'll have wasted 15 minutes and deleted some bushes.
- Use MoveIt to delete every instance of "mp9-WildHedgevnl" from your city (otherwise LoadingScreenMod won't skip it!)
- To be safe, I additionally used BOB to replace it with another bush asset (I don't know if this would only replace world trees, which have been deleted, or would also apply to buildings, hence the uncertainty here.)
- I then got the LoadingScreenMod Skip Prefabs (link in that mod's descr.) tree text file, added it to my Skip.txt as descriped and had it skip the offending item ("mp9-WildHedgevnl"), both in normal and winter selections, just to be safe again. Remember to turn Prefab Skipping on in Loading Screen Mod Settings!
This did it for me, I hope this can help somebody.