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The Mod C:\Steam\steamapps\workshop\content\255710\530816521 [TextureReplacer.dll] has caused an error [ModException]
Details:
System.TypeLoadException: Could not load type 'ColossalFramework.Steamworks.PublishedFileId' from assembly 'ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null'.
at ResourceReplacer.ResourceReplacerMod.OnCreated (ILoading loading) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLoadingExtensionsCreated () [0x00000] in <filename unknown>:0
Those are the names ModTools exported as. Though, I'm using BloodyPenguin's ModTools for C:S 1.1+, which doesn't create the the "rt_dump_" prefix.
Well then I am definitely at a loss. I used the example mod you provided (didn't even change the name) and moved it to:
\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\ResourcePackRealisticEuropean
I have PrefabHook, Resource Replacer, and the custom Resource Pack enabled. No other mods enabled. I exported using mods tools. Verified that the file names were correct (in this case, "city_hall_MainTex.png" and "Oppression Office_MainTex.png"). But I simply cannot get the game to recognize these new textures.
Any suggestions?
Here is a tutorial how to use the mod: http://community.simtropolis.com/forums/topic/68595-what-is-more-important-a-texture-replacer-mod-or-a-custom-bridges-mod/?do=findComment&comment=1593882
I can write down a tutorial how to pack a resource pack that can be published in the workshop when you are done with the textures.