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AmiPolizeiFunk

Let's keep a list of which mods break with MT

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14 minutes ago, Mr_Maison said:

If you disable a mod such as Metro Overhaul, You must also disable all assets related to it or you will continue to get errors since the trains, depot, etc. will be orphaned.

the building assets at least don't actually break the game. they will just receive a "network prefab missing" error and not load in game. I think the vehicles might cause trouble though


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    My MOM seems to be working (which is pretty incredible, since I don't think they have updated it yet.)

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    5 minutes ago, AmiPolizeiFunk said:

    My MOM seems to be working (which is pretty incredible, since I don't think they have updated it yet.)

    MOM didn't actually break, i think the person above just disabled it in case (which caused it's own problems)

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    Finally after 2 days i got the game running with MT. The game crashed while saving, exiting etc. Had to get rid of 25 tiles, unlock all areas, "transportation unlock" and a few assets. Working like a charm with the updated 81 tiles :)

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    Seems mod panel is broken, is it me only ? 

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    Mod panel is working.

    Also I have no issues with One-way train tracks. Whats not working properly when the mod is installed is the vanilla one way track.

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    1 hour ago, rovapasi1 said:

    Mod panel is working.

    Also I have no issues with One-way train tracks. Whats not working properly when the mod is installed is the vanilla one way track.

    try removing the mod though because the Vanilla definitely works in the vanilla game


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    20 hours ago, Judazzz said:

    Very interesting. My map went completely ape after I started a ferry line as well (textures, props, trees, decals flickering, blue roads, buildings disappearing), so I'll definitely give disabling Network Skins a try. Thanks for the heads up!

    Too bad Boformer is hardly active these days, so I'm not really hopeful it will be fixed any time soon :cry:

    Looks like you can maybe find some of that hopefulness again. From Network Skins comment section:

    Quote

    BloodyPenguin: Guys, I'm starting to look into the issue. Once I fix it, I'll ask boformer to upload my updated version. Stay tuned!

     

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    I'm currently facing an issue with Advanced Buildings Editor. Train station assets that have been saved with the mod enabled won't load again in the asset editor, and also fail to load in-game. I discovered this after I had already updated an old station of mine with a (apparently) broken version... and since it was my first asset I don't have the old .crp file backed up (I do have the original .fbx files of course - but I can't "rebuild" the asset without ABE).

    I'm fairly certain it's this mod, because the only other mods I have enabled are Prefab Hook, ModTools and More Network Stuff (which is necessary to place the train tracks needed in this station). I'm already bugging BloodyPenguin about it but I just wanted to warn other asset creators about this - properly check if you're updated assets are working before uploading them!

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    16 minutes ago, Lee Towers said:

    I'm currently facing an issue with Advanced Buildings Editor. Train station assets that have been saved with the mod enabled won't load again in the asset editor, and also fail to load in-game. I discovered this after I had already updated an old station of mine with a (apparently) broken version... and since it was my first asset I don't have the old .crp file backed up (I do have the original .fbx files of course - but I can't "rebuild" the asset without ABE).

    I'm fairly certain it's this mod, because the only other mods I have enabled are Prefab Hook, ModTools and More Network Stuff (which is necessary to place the train tracks needed in this station). I'm already bugging BloodyPenguin about it but I just wanted to warn other asset creators about this - properly check if you're updated assets are working before uploading them!

    Do you mean your 3 track dutch station?

     

    EDIT: Yeah, you mean this one. Sh**

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    Does anyone have the "Dutch_3track_station.crp" older than 20.05.2017 18:21 ??

     

    If so, pls. upload to steam!!!

     

    EDIT: Sorry, saw the second part of your comment to late. Maybe someone has a copy, would make fixing faster than rebuild the whole asset.

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    @rovapasi1  Thank Russian pirates: http://uploadfiles.eu/du9rccc54yie/782539245_Dutch_3-track_station.zip.html

    I just fixed the issue with Advanced Buildings Enabler (and uploaded the update).

    Before that, I forgot to update the part that saved paths for 1.7 code :( Because of that all assets that have networks in the, that were saved with this mod enabled after 1.7 was released are impossible to load now :(

    The new version of ABE saves assets just fine (UPDATE 4), but only way to fix the assets that were broken by this mod is to load previous versions of them in asset editor (or rebuild from sources) and save them again.

    I'm really sorry guys :(

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    Wow, Thanks. My map looked realy stupid without.

     

    Now I can play and wait for the fixed one

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    Modders (@BloodyPenguin & @Boformer & @SamsamTS in particular) -- thanks for you hard work! *:thumb:

     

    just a reminder, Network Skins still has the bug where asymmetric light effects on props don't get rotated properly on pedestrian paths:

    wJt0C59.jpg

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    'First-Person Camera' was updated to 1.7 on May 20th. I can't confirm if it's working or not yet.

    Any update on exactly which mod 'Control Building Level-Up' is conflicting with?

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    Any news on an update for Dynamic Resolution? Does it still conflict with MT? 

     

    Not having better anti-aliasing whilst taking screenshots is bumming me out!

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    5 minutes ago, AmiPolizeiFunk said:

    Any news on an update for Dynamic Resolution? Does it still conflict with MT? 

     

    Not having better anti-aliasing whilst taking screenshots is bumming me out!

    That's why you use Shift + F12 to take a 4x resolution screenshot.

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    Does anyone have any thoughts on why some ploppable high density residential assets may be assigned wonky numbers of households in the aftermath of the MT update?  I'm running 30+ mods, but the two that would seem most likely to be involved would be Ploppable RICO and Realistic Population and Consumption Mod.  Both are listed on this thread as working normally, but I don't seem to recall anything unusual with the number of households before MT came along.

    At present, when placing a new high density residential plobbable, I either get the usual 'volume-based' number of households assigned by Realistic Population mod or I get a large residential complex with just a single household (but what a household!).   It's possible that there is a pattern that I haven't yet noticed in terms of when a residential ploppable will be assigned just one household, but I haven't noticed a rhyme or reason so far.  I don't believe it's related to particular assets, but I've noticed it for example with Residential Building 001 through 004 from vladalexsh.  If I ran vanilla, Residential Building 001 would have 20 households, but Realistic Population changes that to 30 (at least one those occasions when it doesn't get 1).  The funniest thing is that the 1 household and 30 household versions can be present on the same map at the same time.

    Thanks for any thoughts or help resolving the issue!

    John

    https://steamcommunity.com/sharedfiles/filedetails/?id=574745190&searchtext=residential+building+001

     

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    @boformer. Any chance of a fix for local only stations? It doesn't seem possible to use alt anymore to place for instance local only airports and I can't find anything that replaces the functionality... 

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    2 hours ago, leosten said:

    @boformer. Any chance of a fix for local only stations? It doesn't seem possible to use alt anymore to place for instance local only airports and I can't find anything that replaces the functionality... 

    It's built into the game now. ;) Select the station in question and click the little "Allow Intercity Trains" to turn it on or off.

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    The Rush Hour Mod is not quite working , its hard to explain sometimes it has these micro stutters also I still seeing people in school at 1am and traffic seems bit hazy like I said it is hard to explain via text but I feel in my gut its not quite there . 


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    7 hours ago, Avanya said:

    It's built into the game now. ;) Select the station in question and click the little "Allow Intercity Trains" to turn it on or off.

    For trains yes, but not for airports or harbours. I know there are ferries now, but a lot of good harbour assets to build ferry routes are still only available as harbour. And without the mod working there is no way to create small airport terminals that are only used for local airline routes. They will now also receive all the big international planes...

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    Did anyone else have the issue with Catenary Replacer that all "connection pieces" (switches, ground-bridge, ground-tunnel) don't have power lines anymore?

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