Cities: Skylines

Cities: Skylines

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Vehicle Effects 1.9.5
   
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File Size
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292.562 KB
14 Oct, 2016 @ 11:08am
21 Jul, 2023 @ 11:48am
31 Change Notes ( view )

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Vehicle Effects 1.9.5

In 5 collections by Acc3ss Violation
Dutch Railway collection
94 items
Freight Trains
31 items
Passenger Trains
49 items
North American Trains
9 items
Acc3ss' Mods
7 items
Description
Allows effects to be added to vehicles with xml files!

Recent features

- Load (sort of) custom particleeffects via xml! Check this discussion page on how to do it and for sharing examples!
- Load custom sound effects via xml! Check this discussion page on how to do it and for sharing examples!
- Editor for creating and previewing configs in the Asset Editor! (The button may be hidden behind a EAE panel if you use that as well. Just drag the panel away)
- Mod folders are now searched for VehicleEffectsDefinition.xml


Other features

- Light, sound and particle effects can be added to any vehicle.
- Several new particle and sound effects made for use with vehicles.
- Press Ctrl + Alt + V to reload effects (useful for asset creators)
- Existing effects can be removed from vehicles.

Known issues (asset creators)
- Config does not load when bundling vehicles with assets that are not vehicles or props in a single workshop item:
a vehicle or prop asset file (.crp) MUST be first in the list when ordering all .crp files in the upload alphabetically by filename. If another kind of asset is first the mod WILL NOT be able to find the config files.


Partially based on Network Skins by boformer to get the xml files working.

GitHub page[github.com]


Check this discussion page for a (partial) list of assets using this mod!
I've updated several of my assets to include a config file to make use of this mod, so check those out as well.
Popular Discussions View All (11)
20
30 Jul, 2021 @ 10:40am
PINNED: Custom Sounds - Tutorial + sharing
Acc3ss Violation
20
11 Dec, 2016 @ 4:36am
Adding new effects
Thaok
8
18 May @ 11:03am
PINNED: 'Custom' Particle Effects - Tutorial
Acc3ss Violation
298 Comments
Acc3ss Violation  [author] 11 Jun @ 1:26am 
Multiple mods creating effects with the same name is not something that is supported, so that could very well be the cause of the seemingly random changes when VE ends up "randomly" picking one of the effects with a given name
lucia-valerie 27 May @ 7:18am 
@Dying Thanks a lot for the advice, I actually do have your cvpi in the game, I'll try around
Dying 25 May @ 7:37am 
@lukasbruckner try to rename your custom lights, as the light names "BRS....." are in use for my vehicles and if you change a value for the lights and have one of my cars loaded, it may cause this issue.
dgrad598 22 May @ 11:46am 
@Acc3ss Violation: can you add a bus effect sound option to the engine category??
lucia-valerie 19 May @ 6:23am 
I've encountered rather weird problems with the Mod. I make emergency lighting for vehicles, and firstly I noted that "BRS.BlueBig1" got much more intense out of nowhere. Now a couple launches later, BRS.BlueBig1 lost its intensity completely except for the centric laser, and BRS.BlueSmall1 now is as intense as BRS.BlueBig1 got to be. This affects vehicles globally. Any help is appreciated.
Acc3ss Violation  [author] 11 Oct, 2023 @ 10:27am 
@MoizesBrando LSM with Vehicle Effects works fine here, so a copy of that output_log.txt would be appreciated
bakepotatou 10 Oct, 2023 @ 11:07pm 
Simulation error: Object reference not set to an instance of an object
game crashes to desktop on LSM after a ton of Vehicle Effects errors in outputlog
RLJSlick 25 Jul, 2023 @ 5:40am 
Thanks for the update!
Acc3ss Violation  [author] 21 Jul, 2023 @ 11:50am 
@Mana I just fixed a bug that might be the cause of these errors, and I updated the mod to version 1.9.5. Please let me know if it solves the issue or not :)
TRAIN GF 18 Jul, 2023 @ 5:12pm 
Vehicle Effects has been producing thousands of "Look rotation viewing vector is zero" errors in the output log, and seems to eventually lead to a crash. From testing it only happens on particle creation but doesn't seem to happen for every particle (I think). I can provide a log if needed.