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Cities: Skylines - Snowfall DLC Reveal - Trams! Snow!

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The pics I posted are not with the Snowfall expansion, as I don't have that yet. It's what they inflicted on the base game + AD.

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38 minutes ago, Turjan said:

The pics I posted are not with the Snowfall expansion, as I don't have that yet. It's what they inflicted on the base game + AD.

By default? Without making a custom theme? Bah! I'll study and make 3D models for use in Banished and Skylines instead of playing.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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1 minute ago, OcramsRzr said:

By default? Without making a theme? Bah!

It's my CJ city....

I don't even like to look at it anymore.

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How do you think that's even possible?? Some hellish combination of a mod and snowfall content bleeding together?

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You can turn dynamic weather off in options. Hopefully a fix to the cliff textures will be done to either get rid of specularity or have it more matted with distance.

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So how did you guys manage the get the game up and running? Disabling all custom content? My install crashes faster than a unicycle driver in an oil slick :(

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This is probably more the intended effect.

P4eOMyT.jpg

Still looks super ugly.

11 minutes ago, Judazzz said:

So how did you guys manage the get the game up and running? Disabling all custom content? My install crashes faster than a unicycle driver in an oil slick :(

No, disabling everything wasn't necessary. I removed theme-related stuff. I got rid of anything touching LOD's (the close textures didn't load otherwise).

European Buildings Enabler made loading my city impossible after it had been updated for Snowfall. I had to disable this. You can use the "European" style instead.

Dynamic Resolution disabled all buttons in the menu on the right half of my screen, so that one had to go, too.

I think that was it.

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By Theme-related stuff, do you mean the Building Themes mod? What mods are the theme-related stuff?
Also, anything touching LOD's, what mods are those exactly? Dynamic Resolution, LOD Toggler, anything I forgot?
And is using the European style instead of European Buildings Enabler an alternative way to use Euro-buildings in combination with the International set? (if not I'd loose the tons of Euro service buildings in my city).
Lastly, do you use NExt?

Sorry about all the questions, but I'm a bit worried about permanently damaging stuff (been there a few times too many :uhm:)

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Sorry for being so vague. No, Building Themes fortunately work flawlessly. I meant terrain themes.

Regarding LOD's the only additional that I unchecked was the "variable prop distance" one I'm not sure which one was responsible for the problems, I unchecked both mods at once. Dynamic resolution only affected the menu.

I use NEXT. The menus are garbled (the roads are not there where they should be), but otherwise, it works.

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Cheers for that, Turjan! Time to start up my city and see what's left of it post-patch :D 

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Ouch ouch ouch... that really looks like a strong reason for a complete CS detox for a while. I neither fire up steam nor Boston right now. It would break my heart to see everything ruined by this meaningless update. Thanks to all the modders (boformer! The NExt guys! Bloody Penguin!) for helping to clean this mess up so quickly...

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Now my simulation became slower and slower, and everything inches forward like snails. The glistening roads (even when it's not raining) enhance the snail experience. It's basically unplayable now, and no, switching off weather effects doesn't help. I guess I'll have to wait for a patch.

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Imagine the following:

Base terrain of blue-green moss, fertile lush (slightly yellow) green moss, dark grey cliffs, pink sand, dark red ore deposits, desaturated dark purple petroleum deposits, light purple (sky blue with slight pink tint) daytime sky, dark red-purple nighttime sky, Polyphemus for the moon, bigger & brighter sun, slightly darker night with aurora borealis, exotic trees (palms, giant tree ferns, giant horsetails, black bamboo with dark (slightly blue) green leaves, red bamboo with yellow-green leaves, giant club mosses, exotic spruce/pines), plays well with futuristic building themes (such as achromatic, Quad's, East Asian technicolor, industrial cyberpunk)

That will be my theme. I will eventually make towering skyscrapers (clad in a thin layer of granite cement) inspired by Hugh Ferris, Harvey Wiley Corbet, and Fritz Lang with (red) neon signs (inspired by Broadway) and orange indoor (window) lights for True traditionalists/purists, angular (slightly sloping as it goes up, like a modest frustum) grey skyscrapers with futuristic yellow lights for Prime transhumance/cyborgs/techno-supremists, organic green "living" buildings for Evolved prometheans (heavily spliced)/harmonists adapted to the planet, monumental bronze (gilded or patina) Greco-Roman buildings for First splicers (for health and beauty)/Ascendents, buildings inspired by the Duval Empire (and Apple) for Master futurists/Nobles, and bizzarre violet buildings with magenta lighting for Elder voracious Rampants.


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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1 hour ago, Turjan said:

Dynamic Resolution disabled all buttons in the menu on the right half of my screen, so that one had to go, too.

 

NOOOOOOOOOOOOOOO!

 

https://www.youtube.com/watch?v=WWaLxFIVX1s

 

This is probably never going to be fixed as the original - I haven't seen nlight do anything C:S related since after a couple months after launch.  Here's hoping it's a conflict with another mod or someone in the future will be able to fix/create a similar mod.  Such a huge & critical mod for making graphics & things look better in game.

 

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Well I loaded up my city and things aren't as bad as I feared. Everything is there barring a few visual glitches with the roads and all the intersections. By the way, the Dynamic Resolution pushes some buttons off of the screen in the normal aspect ratio, switch to wide screen and those far right buttons can be accessed. Annoying sure having to switch between aspect ratios, but then again the Dynamic Resolution is a must have for taking high quality pictures.

Once Network Extensions and United Roads have been updated then the glitches should be gone.


Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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Well, I've been trying to get my city up and running again, disabled all broken mods and un-subbed/disabled all public transport-related mods, but unfortunately no cigar. Loading my city remains stuck at about 50% - the spinner on the loading screen keeps spinning, but nothing goes: CPU (about 5%) and RAM (about 9BG) usage are pretty much constant (and resemble normal values when playing), and this in combination with some of the messages in the output log leads me to believe that the city loads fine, but something breaks everything OnLevelLoaded.

Output log (these are the last lines that were logged, prior to shutting down the game).
Anyone has any idea what mod (or other issue) this could be related to? Given the output it seems to be public transport-related, but I don't know whether it's caused by a mod or something that got glitched in the base game.

Spoiler

Error with MAIN_CATEGORY[Default]:0: The id was not found in the localization files.  [Localization - Internal]
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)

NullReferenceException: Object reference not set to an instance of an object
  at PublicTransportDetailPanel.RefreshLines () [0x00000] in <filename unknown>:0 

  at PublicTransportDetailPanel.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)
  at (wrapper delegate-invoke) 

LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at LoadingManager+<LoadLevelComplete>c__Iterator69.MoveNext () [0x00000] in <filename unknown>:0 

  at LoadingManager.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Simulation error: Object reference not set to an instance of an object
  at Building.CalculateGroupData (UInt16 buildingID, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at BuildingManager.CalculateGroupData (Int32 groupX, Int32 groupZ, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at RenderManager.Managers_CalculateGroupData (Int32 groupX, Int32 groupZ, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at RenderGroup.UpdateMeshData (.MeshLayer layer, UnityEngine.Vector3& min, UnityEngine.Vector3& max) [0x00000] in <filename unknown>:0 

  at RenderGroup.UpdateMeshData () [0x00000] in <filename unknown>:0 

  at RenderManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0 

  at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 

  at RenderManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 

  at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0 

  at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0   [Core]
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)


I really hope things will be resolved, because quite frankly I'm getting a bit fed up with each update wreaking total havoc on this game, usually rendering my active city useless to the point that I have no choice but to start all over again from scratch. Something I'm probably not doing to do again if my city is unsalvageable - in that case I'll probably wait until CO stops supporting this game, because, even though it would be a big blow not to play this game any longer, the constant shyte that comes with every update simply isn't worth it...
But let's not get ahead of things just yet...

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I should probably mention that the game is now very picky with meshes and will complain if an asset has too many vertices.
 Sorry that I'm a bit helpless with those output logs.

By the way, switching off the weather effects still leaves those new, ugly road textures:

z2LSQnw.jpg

f1mou30.jpg

Roads look like laminated, and the rocks remind me of shriveled cake icing. Bah.

My savegame doesn't run properly anymore, so I guess I'm done for the moment. It's super slow and shortly before freezing completely.

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I can sometimes see why they would be interested in adding some sort of reflection on the roads but that looks like too much. That theme editor? Is it like the theme editor mod that is available? That custom theme mod we have? It's always nice to have it built in support I guess, makes having to mess about with some mods being updated or not saved, not quite some of the features I would've preferred.

Only just seeing the video on the other page. That tram stop on the avenue looks really small. Would've thought they'd also have the option that would take out a lane of traffic and replace it with the median and let trams use it there. I'm assume that mods will cover that eventually but I just would've thought they'd have added that by default or something, or have it on the outside of the road anyway for stations. That said, that guy doesn't seem to know how to build a city but I guess he's just messing about for it. Would've preferred a more, 'in practice' look at things.

That rain looks a bit ugly, hope CO improve how that looks. For those of you who have played with the update. Does the rain actually drain into river channels and affect the water courses on this map or is it only just cosmetic?

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By the way, I actually noticed a NEXT bug: My "national road" tunnel under the river now floods and is unusable. I had to replace it with a different road.

Edit: I wanted to try and disable the new NEXT roads in order to see whether those are responsible for my abysmal performance, but just now a workshop update broke the game completely. I guess someone is telling me to go to bed now.

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I haven't fired up Seattle yet, I'm sort of afraid because of what occurred during the immediate release of After Dark.  I will commence though that most the major mods that have been active lately have mostly updated with Snowfall within 24 hrs of release.  Unfortunately, a few key legacy mods without their author actively helming the project will fall to the wayside.

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Did they fix the black beaches in the tropical maps? (shadow effect was broken) Cities Skylines was a work of genius and is by far and away the best city simulator produced to date. What I can't fathom is how a team that created the dream simulator is messing things up so badly on the DLC side. I haven't fired up my city yet (bit afraid too), but I don't see any new content that will actually enhance the game in a significant way. Trams? Is that really it? Meanwhile, there is a whole lot of messing with stuff that makes the experience less enjoyable (screwed up mods, screwed up textures). Give us some DLC that actually adds to the game or just get out of the way and let the modders and content creators run the show.

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10 hours ago, Judazzz said:

Well, I've been trying to get my city up and running again, disabled all broken mods and un-subbed/disabled all public transport-related mods, but unfortunately no cigar. Loading my city remains stuck at about 50% - the spinner on the loading screen keeps spinning, but nothing goes: CPU (about 5%) and RAM (about 9BG) usage are pretty much constant (and resemble normal values when playing), and this in combination with some of the messages in the output log leads me to believe that the city loads fine, but something breaks everything OnLevelLoaded.

Output log (these are the last lines that were logged, prior to shutting down the game).
Anyone has any idea what mod (or other issue) this could be related to? Given the output it seems to be public transport-related, but I don't know whether it's caused by a mod or something that got glitched in the base game.

  Reveal hidden contents

Error with MAIN_CATEGORY[Default]:0: The id was not found in the localization files.  [Localization - Internal]
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)

NullReferenceException: Object reference not set to an instance of an object
  at PublicTransportDetailPanel.RefreshLines () [0x00000] in <filename unknown>:0 

  at PublicTransportDetailPanel.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)
  at (wrapper delegate-invoke) 

LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at (wrapper delegate-invoke) LoadingManager/LevelLoadedHandler:invoke_void__this___SimulationManager/UpdateMode (SimulationManager/UpdateMode)

  at LoadingManager+<LoadLevelComplete>c__Iterator69.MoveNext () [0x00000] in <filename unknown>:0 

  at LoadingManager.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Simulation error: Object reference not set to an instance of an object
  at Building.CalculateGroupData (UInt16 buildingID, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at BuildingManager.CalculateGroupData (Int32 groupX, Int32 groupZ, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at RenderManager.Managers_CalculateGroupData (Int32 groupX, Int32 groupZ, Int32 layer, System.Int32& vertexCount, System.Int32& triangleCount, System.Int32& objectCount, .VertexArrays& vertexArrays) [0x00000] in <filename unknown>:0 

  at RenderGroup.UpdateMeshData (.MeshLayer layer, UnityEngine.Vector3& min, UnityEngine.Vector3& max) [0x00000] in <filename unknown>:0 

  at RenderGroup.UpdateMeshData () [0x00000] in <filename unknown>:0 

  at RenderManager.SimulationStepImpl (Int32 subStep) [0x00000] in <filename unknown>:0 

  at SimulationManagerBase`2[Manager,Properties].SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 

  at RenderManager.ISimulationManager.SimulationStep (Int32 subStep) [0x00000] in <filename unknown>:0 

  at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0 

  at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0   [Core]
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)


I really hope things will be resolved, because quite frankly I'm getting a bit fed up with each update wreaking total havoc on this game, usually rendering my active city useless to the point that I have no choice but to start all over again from scratch. Something I'm probably not doing to do again if my city is unsalvageable - in that case I'll probably wait until CO stops supporting this game, because, even though it would be a big blow not to play this game any longer, the constant shyte that comes with every update simply isn't worth it...
But let's not get ahead of things just yet...

Looks like some mod related to public transport.

I must say I only had to disable a few mods. Mainly traffic++ in ghostmode and american roads. Pleasantly surprised that even improved public transport still worked.
Do you have the AD loading fix by BP?

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Rainy night over the ocean.

KYoG9Wb.jpg

I hope they do something about the edge, which looks totally off.

In principle, sunsets look gorgeous. It just fails close to the horizon.

P4Vf04h.jpg

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2 hours ago, Darf said:

Looks like some mod related to public transport.

I must say I only had to disable a few mods. Mainly traffic++ in ghostmode and american roads. Pleasantly surprised that even improved public transport still worked.
Do you have the AD loading fix by BP?

It turned out to be NExt - as soon as they had pushed their update, I could load my city again.... only to stumble into new issues. First it was Traffic Manager + Improved AI that started throwing endless errors as soon as I un-paused (resulting in a 19MB output log :D), so I ditched that one to be replaced by either TM:President Edition or T++ v2 (but which one to pick???) Next error is water/sewage-related: upon loading my city and un-pausing, the entire town complains about missing water/sewage connections, supplemented by persistent error pop-ups (a new one being thrown as soon as I close them), rendering the game unplayable. Haven't looked into that problem yet, as I was fed up with it all, but I did see some comments touching the same subject, so I'm quite hopeful that that latest issue can be fixed quite easily.
And then once I get everything running normally again, I can have a look at the intersections in my town, because literally each and every one of them is graphically glitched (roads overlapping where they should connect - thank god it seems to be a visual-only issue, though) *facepalm*

Ooh the blessings of updates... :( 
On the bright side, I'm starting to get pretty good at reading error messages in the output log (which at the same time is unpleasant, as doing that is a big part of a day's work at the office)

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I cannot play with mods anymore, because one (after an update) breaks the game so badly that it doesn't even reach the main menu.

The water/pipe issue seems to be general and not mod-related, as I see that even on vanilla maps. After any failure, buildings have difficulties with recovering.

Regarding the rain textures, I have at least half-good news: If you wait with switching off dynamic weather until everything is perfectly dry, the textures look like before. Which means that I basically froze in the ugly textures in my pics that I showed, and that's avoidable.

I can only load vanilla cities of mine now. Skies at least look pretty now, like here in my very first city from a long time ago:

XSLjCfk.jpg

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I see nor CO, nor custom content creators nor players haven't still learned the lessons that After Dark gave us. I'm now in fear of firing up my best city up and receiving a truckload of error messages of broken assets, failing mods and flying pigs around. Therefore, I end up never playing C:S a week or two after an update until the things are a bit stabilized and the asset creators have been through some bugfixing. It looks like it will take longer this time, though.

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16 minutes ago, TekindusT said:

I see nor CO, nor custom content creators nor players haven't still learned the lessons that After Dark gave us.

CO certainly didn't fix any of the perceived issues, except the tourism bug (the jury is still out whether it's a real fix or some sloppy workaround). And funny enough, I managed to load up my city just fine for half a day after the update hit.

If I had to take a guess it's that one of the modders built a dependency on the DLC into one of their last updates, because the game started failing more than 12 hours after the patch. This was after one other mod update that basically killed the traffic simulation for me. Directly after the patch, I managed to get it to work okay, just the visuals (wet textures) are not exactly enticing.

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I fired up CS on a new map to figure out what died.  I know before Snowfall came out, I had an existing incapability between 81 tiles mod and something else.  I've been watching the Steam thread on mod updates.  A couple recent assets got caught up in the new LOD checker, one of which was the Space Needle.  Three other assets were affected as well and promptly unsubscribed as soon as I fell back to the desktop.

I turned off Fine Road Heights for the time being until PropaneDragon updates that officially.  I was confused by the NEXT update with the ped roads and small busways missing, but I found out that was intentional because it requires Traffic++ v2 to use it still.  Got that back up and cleared that small issue.  During the clean up, I figured out the incompabile mod with 81 tiles was an area unlocker mod that I had on for quite awhile.  Came down to 80 mods when firing up a new map, everything seemed to be working with no Isolated Failures pop ups.

Build a quick town of 2,000 cims, watched outstanding gamer's New Flyer XD 60 flying around town (contemplating retexturing it with appropriate Seattle transit livery).  Noticed that my Sharp Angles Junction mod would not activate the Road Anarchy portion of the mod for some reason.  There were a few mods I didn't test like forced level up or level up limiter.

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Well, seems like the worst is over, my city loads, and after purging a few mods I don't get any error messages (except one right after loading about the LOD tris count of one of my assets). I had to get rid of Traffic Manager + Improved AI (incompatible) and Extended Public Transport UI (obsolete), revert to PropaneDragon's temporary fix for Fine Road Heights and had to disable PloppableRICO (compatible buildings throw persistent errors and mess up water/sewage connections when in RCI mode, but work fine as Unique Buildings - cue mass exodus), but things seem all right now. No weird button placement either, and also active again (the were suspect before): the European Building Unlocker and Dynamic Resolution.

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Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections