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Judazzz

Loading a city with all mods, but no custom assets

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Hey all, I have a question.
Steam offers a start-up parameter to disable all mods but not assets (--disableMods), which can sometimes be pretty useful.
However, I need to run some tests that require the opposite: I need to have all mods enabled, and all custom assets disabled. When I load a city or a new map with all custom Workshop assets enabled, loading times will be 6-7 minutes, which obviously isn't effective at all (imagine having to restart the game 15 or 20 times and having to wait that long each and every time). So my question is: is it possible to load a city with all mods active, but all assets de-activated? Or is there perhaps any other way run tests in a fully 'decked out' city without having to go through the excruciating loading times every time?

Thanks in advance!

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  • Original Poster
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    Well, I managed to answer my own question in record time - my apologies if this already is common knowledge, but for me it's a new discovery (and a seriously exciting one at that :D)

    Anyways, for those who want to achieve the same (loading a map with all mods but no custom assets): download the Loading Screen mod (if you haven't), enable it in the Content Manager, and then in the mod's options screen disable the first two settings ("Load enabled options" and "Load used assets"). Then start a new city - or load one that doesn't contain any Workshop assets - and voila, you'll have a city with all mods active loaded in no-time \o/
    Note that this may cause some errors with mods that try to do things with custom assets (like Advanced Vehicle Options, which tries to apply config on assets that aren't there), but since disabling all custom assets isn't intended for normal play, I think it's safe to ignore them.

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    Create a backup of your userGameState.cgs, then start the game and press the "Disable All" button in content manager.

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    Thanks for the suggestion, but to be honest, I'm afraid to touch anything in the Content Manager except the check boxes - anything else seems to cause the game to explode :D 
    Besides that, using the Loading Screen mod the way I described works pretty well, it seems :) 

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    I may sound a bit old fashioned but I prefer my local CO folder under appData. Here I can easily switch content, and if I cut and paste the current folder to a safe position, I have a game with only mods inside.

    My concept in general is: 1 map - 1 asset folder, and a copy of the asset folder as a safe. The map can be deleted after starting a city but I prefer a copy here too.

     

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    I was thinking about that as well, but decided against it because I'd have to manually sub-divide some 1400 pieces of content in assets and mods first (and once done you have to manually copy each new subscription to the right folder) - no idea how to do that without checking each and every folder manually.
    More importantly though, once in the local folder, an asset or mod loses its connection with the Workshop, meaning that updates and bug-fixes won't be pushed. And doing that manually isn't an option for me...

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