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报告翻译问题






Broken Mods/Assets (read description)
Outdated Mods/Assets (read description)
Problem Mods/Assets (read description)
How to Find Broken and Bloated Assets
I was merely posting a warning to any player that might attempt to use it, because it does not work properly in-game , in-editor, anywhere. If you know otherwise, you should contact @Avanya.
I am reposting my warning so it appears on top of the comments section, but I will update the wording to reflect where the mod won't work.
Well in "live mode" or City Building Mode anyway. This is only ever used in Asset Editor, you know where you mess around with Asset attributes. And if you do activate it in live mode and try to start or load a saved city, you will most definitely run into problems. So no, this mod IS NOT broken nor is it incompatible. The real issue here is PEBCAk :P
For the correct usage of this Asset information manipulation mod and a few others that are interdependent of each other, see this Guide here...
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=471221886&searchtext=Repurpose
I also hadn't played the game in a long while (last savegame in october 2017) and it is really hard to find a way back into it, because of all the changes they made and mods that work different or don't work at all ;)
Even when I have only this Mod activated, it doesn't work (no working Dropdown-Menue as it used to be). The only DLC I have is After Dark. Maybe that is the reason why the Mod still works with you?
Would be nice if you had another look into it, because this Mod was very important to me.
(or can someone tell me, where I can find this Option in Modtools? Didn't find the BuildingAI there either)
Asset AI Changer
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=421616513
Hi :^)
I have all of your Asset Changing mods (or at least I'm pretty sure I do - Populous gave me a list to subscribe to and all of those mods by you seem to work well), but I still need a mod that will let me go into Asset Editor and, while creating a new residential building, change the number of households in it from the number that were in the original residential building. You see, I'm trying to put a logical number of residences in the highrises based upon the number of floors. For example, a building with four sides and 25 floors should have 100 residences (25 floors times 4 sides), but in the Vanilla building there are only 26 residences.
Do you have a mod for that? If so, I couldn't find one.
I do NOT want to use RICO to accomplish this as I'm trying to create a Non-Rico Gamesave.
Just thought you meant that i also needed a road. But alright i will wait till they actually put in the Cargo harbor and Cargo station in game so i don't need to change AI.
Oh.. and forgot to complement you, besides my problem with cargo ai's this mod/tool is a great tool! (: I have used it on other assets whiteout problems!
I've tried both the vanilla Harbor and TrainStation with each type, switching the AI then reloading the asset editor from menu.
No such error.
As I do not feel up to diggin through your output_log.txt file to extract the exact fault location this will have to remain a mystery for now.
And i get this error when trying to place the asset ingame.
I can't use the cargo harbor or cargo train templates because they are not in the asset editor list.
---
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
---
One of the many "use roads in the asset editor" mods whould be able to add the necessary net/node type, though I cannot remember which of the many dozens is the correct one to use.
Seeing the exact text of the error/exception notice would help narrow it down, but it might be more pracitcal for you to "create a new asset" with the model of the Harbor, instead of mutating the original harbor.