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Een vertaalprobleem melden
Are you searching it unter TMPE? That's how it's labeled in the panel. See image link below, between Theme Mixer and Traffic Light Replacer. If you sub'd, it should be in the Content Manager under the Mods tab.
https://steamproxy.net/sharedfiles/filedetails/?id=3301752675
Happy city building everyone!
https://github.com/CitiesSkylinesMultiplayer/CSM/wiki/modding-api
If that's the case, I think every mod needs to be updated, as none of them are truly patched to the most recent release prior to starting CS II. Yet, they seem to be working fine for what it's worth, depending on what you have in your game, whether or not if it's conflicting with the mod itself, and /or if (as Krzychu1245 mentioned) it could be a missing asset or dependency causing the errors.
Happy city building everyone!
2/2
Another thing, more about busses is they have to use the lane that is adjacent to the bus stop if they plan to stop, so you have to make correct lane connections at intersection and nearby nodes (if you need to even use lane connector) otherwise they will be forced to take some "stupid/weird route", but in such case it might be the only valid option,because of mentioned limitation and manual lane connection restrictions.
1/2
depending on assets, certain vehicle types may not be allowed to access bus lanes. Lane connector won't tell you that, but Vehicle Restrictions tool do. If you force such traffic to bus lanes and won't provide all possible options, vehicles will simply despawn approaching that section and never reappear, because they won't be able to find path. Lane arrows can be ignored, but lane connections cannot, so if you connect only the lane A with lane B, vehicles will blindly follow that connection or despawn if it's leading to the section with the pathfinding penalties, like bus lanes or restricted with the vehicle restrictions tool.
"it is causing a error with your game it will cause the world to look corrupted" - it implies that I know what "a error" is and "the world to look corrupted" too.
I have no idea what are you talking about, the mod doesn't throw any errors, cannot cause graphical issues or corrupt anything.
You can remove it at any time you want, unless it is required by other mods - that's not my problem. I read all the comments.
There was no other report like yours so(assuming the mod is the source of problems, I really doubt), you are the first of ~3M users of the mod to have this problem.
You didn't say anything that could help, no game log, no mod list, no savegame or even general instructions on what to do to even start checking if what you said is related.
There have been no updates to the game in the last year, but many network assets disappeared from the workshop and if they are missing they can easily break the game or prevent savegame from loading properly.
> 22 Jul: "if you are using this right now turn it off it is causing a error with your game it will cause the world to look corrupted and it is not playable"
I answered (30min later):
> "@brandonmunoz07 what are you talking about??"
Then you again:
> 3 Aug: "your mod is broken it aint working good it causes probloms to the game as i said u need to fix it or something"
Me again (few hours later):
> "What you said, where? How to reproduce the problem? Keep in mind that nothing has changed in the past year, not in the mod, nor in the game code. "
You again:
> "read what i said i aint explaining what i said u have to update your mod"
So.. I'll repeat again: What is the problem and how to reproduce it??
I uninstalled all mods but yours and harmony and it is still occurring. remove them and my magical death and crime wave that abandons all my houses goes away.
https://steamproxy.net/sharedfiles/filedetails/?id=2414025775
You're welcome! LOL
Happy city building everyone!
@Wielvakia can you reproduce that problem when you start completely new game?
@2303MARCINEK scan for broken nodes (Broken nodes detector) and if you use Hide Crossings mod make sure you have all dependencies subscribed and enabled.
Simplified: It makes the game recognize and utilize the mod's settings/features over the vanilla settings in regards to the traffic system. Based on the strength you select in the Simulation option (must do in-game, not Content Manager), it will determine how strongly the system uses this mod.
Happy city building everyone!
Yeah, that's the downside to it. The more mods you have, the more work you have to do to troubleshoot, and the more time consuming it becomes. LOL
@brandonmunoz07
What problems is it causing if you don't mind my asking you? Can you be more specific? I don't have any problems in my game with using this mod. That's why I'm asking. Maybe there can be a resolution to your issue.
Happy city building everyone!
Thank you very much. I found about 29 mods i use that different from yours, It just gonna take a while for me to test them out
One thing I learned about mods. It doesn't really matter how old it is. It depends on if the coding still complies with the current style of the game. As you see, there are mods in there that are ANCIENT, but yet, my game still works fine with every feature involved accordingly. I run verify often whenever there is either a new update, or new mod that I wanna try against everything else. I run both the Skyve, then verify the game against it.
Needless to say, you wanna make sure you run dummy tests with new games first before you try things with older saves, because yes, it can damage an old game if you load it up without testing the mods first. 😉
Happy city building everyone!
Okay, brace yourself! LOL
https://steamproxy.net/sharedfiles/filedetails/?id=3301752641
https://steamproxy.net/sharedfiles/filedetails/?id=3301752666
https://steamproxy.net/sharedfiles/filedetails/?id=3301752675
So, the last time I posted this for someone, it was only 2 links long. Now, it's 3 links long! Like I said, I am MODDED UP! And this list doesn't even include the list of custom Workshop assets. That's a whole different can of worms. ROFL 🤣
Happy city building everyone!
Thank you very much, can you give me the list of mod you are using? It will help to to rule out the mods that is working perfectly fine and find out the mods that causing the conflict
Is your Simulation settings at "Very High" from the very first tab? I have never really tried it on any other setting besides that, so not sure if that could be the case. Testing it now...
Happy city building everyone!
https://steamproxy.net/sharedfiles/filedetails/?id=3301601101
Just for you... I literally started a new game (and still running it as we speak) just to show you that the parking works. In the screenshot, I used Vanilla parking lots, Big Parking Lots, the Parking Lot Roads, along with random custom parking lot assets from the workshop (KingLeno's Walmart of course... LOL). Of course after startup runtime, it was no more than maybe 5-6 minutes after settling in, the lots were being used, as well as the buses, trains, yada yada yada....
I have TMPE activated, as well as MOM, along with a TON of other mods (Stops and Stations primarily to make more people wait in the stations for custom vehicle sizes) in the game. Fully functional...
Happy city building everyone!
Maybe try re-verifying then, because it does sound like a mod conflict. There is nothing else that could explain what you are experiencing at this moment, especially if you feel that all the mods you have are just common, even though, they may still be conflicting with this one. You never know.
I can tell you that I have all different kinds of mods, including MOM, and yet, all of my Cims are crowding my parking lots, and everything. I send screenshots all the time, so if you would like to go to my profile, you can check. I can start another new game and show you that it's working fine. It's usually linked to either an outdated mod that you're using, or a direct mod conflict. Outdated versions of mods can also cause an issue, even if it isn't directly related to the mod itself.
Happy city building everyone!
If you are talking about advanced vehicle AI, i maxed that one out. And I also set the traffic regulation to strict and no traffic offences. Personal driving style enabled and vehicle despawn disabled. I also got the advanced parking on. Only problem i seems to have with this mod is advanced parking function, and maybe it is related to mod conflicts. But the mods i sub are all common basic mods in the workshop and skyvve didn't give any warning.
And I always placed the parking garage or parking lot right next to houses or just on the road. I also subbed some commercial zone parking lot assets. And they all seems to be working fine.
What strength is your simulation settings set on? The higher the setting the more the feature will be implemented. I never have problems with the cars parking on ANY of the parking mods, from Big Parking Lots to even the Parking Roads, plus Vanilla, and other custom assets from the Workshop.
Another factor could be the distance of the parking lot location to the destination.
Happy city building everyone!
Hi, I recently started a new save of the game with this mod on. I got a null references error after 1 hours into the game with advanced parking AI on. After testing, i found that as long as i didn't enable the advanced parking ai function, the game will run perfectly fine. But if i enable to function, the problem may pops up randomly between 10- 20 minutes to 1 hour - 2 hours. And after the error pops up, every time i loaded into the game, and enable the function, the pops up time will become a lot shorter and more frequent. I checked the output log, it seems to related to citizens are unable to find electric car or something. I used to had this problem before, and after i disabled all the mod related to disabling vehicle, i extended the error occurrence time from 10- 20 minutes to 1 hours. I am struggling to find what other mods i use related to this issue.
Anyways, thanks for the reply.