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Load savegame into Map Editor? [SOLVED!]

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I want to load a savegame into the Map Editor so that I may publish it, along with its road network, as a map for new games. I just found this year-old post on Reddit regarding a Mod Tools hack that seemed to work at the time, but I tried it now and all I get is a readout of errors ending with “Failed to compile command-line”. Unfortunately, I know nothing of coding or modding, so I can’t troubleshoot this myself. (It’s possible I may be using Mod Tools wrong – this is my first time trying it.)

Does anyone have a fix for this, or barring that, some other method of extracting a map from a savegame? It would be really appreciated.


I’m a guy who just can’t guy right.

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Maybe this will work:

<removed, see fixed version below>

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    1 hour ago, boformer said:

    Maybe this will work:

    
    LoadingManager.instance.LoadLevel(SaveHelper.GetLatestSaveGame(), "MapEditor", "InMapEditor", new SimulationMetaData() { m_WorkshopPublishedFileId = ColossalFramework.PlatformServices.PublishedFileId.invalid, m_updateMode = SimulationManager.UpdateMode.LoadMap });

    Thanks for the suggestion! Unfortunately, it didn’t work – the moment I hit “Run”, some red error text flashed across the console, and once the Map Editor loaded (which it doesn’t at all when using the old code), it gave me a blank, glitchy map with the following error message:

    File format version not supported (5788513 > 111015)!
    [System.Exception]
    
    Details:
    No details

    Anything we can do about this?


    I’m a guy who just can’t guy right.

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    I found a way to make it work. Tested it myself:

    SaveGameMetaData saveGameMetaData = SaveHelper.GetLatestSaveGame().Instantiate<SaveGameMetaData>();
    LoadingManager.instance.LoadLevel(saveGameMetaData.assetRef, "MapEditor", "InMapEditor", new SimulationMetaData() { m_WorkshopPublishedFileId = ColossalFramework.PlatformServices.PublishedFileId.invalid, m_updateMode = SimulationManager.UpdateMode.LoadMap });

     

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    2 hours ago, boformer said:

    I found a way to make it work. Tested it myself:

    
    SaveGameMetaData saveGameMetaData = SaveHelper.GetLatestSaveGame().Instantiate<SaveGameMetaData>();
    LoadingManager.instance.LoadLevel(saveGameMetaData.assetRef, "MapEditor", "InMapEditor", new SimulationMetaData() { m_WorkshopPublishedFileId = ColossalFramework.PlatformServices.PublishedFileId.invalid, m_updateMode = SimulationManager.UpdateMode.LoadMap });

     

    It works! Thank you! Is it all right with you if share this on the other forums where I asked this question (Steam, Paradox Forums & Reddit)?


    I’m a guy who just can’t guy right.

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    Sure, just mention Samsam and me. Actually I created a post on the Citysskylinesmodding subreddit.

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