-
Content Count
61 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Elektrix
-
Ploppable asphalt mod is not working!!
Elektrix replied to caprisio's topic in Cities: Skylines Technical Help Q&A
Are you sure that you're not using the sunken prop? It may be working but simply below the surface. Additionally, are you using the legacy props or the new set? Ronyx69 notes in the description that they're "outdated" so they are not guaranteed to work as well as the new assets. Have you read the Known Issues and made sure you have all the incompatible mods uninstalled or disabled? Is the base mod enabled at all?- 1 Reply
-
- cities skylines
- asphalt
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Do you have any plans for an in-mod implementation of custom underground station meshes? I know for a fact that the meshes could be replaced manually (they are in Resources/Meshes/ if anyone else is wondering) but could a menu be implemented to toggle between station meshes? Or is that unfeasible in execution? Edit: I thought about it for a while after posting this and I figure it's possible to change the network entirely (e.g. a second underground station network that connects to MoM tracks seamlessly) using a network skins-esque menu. Additionally, if just the tunnel station prefab itself would be changed, if one were to browse through the source code, it seems that the asset manager would load the extra OBJs in the asset folder automatically (L29, L61) so it would only be a matter of changing the mesh itself based on menu input (which still may be more or less impossible). Still browsing through for the lines of code that specifically set the network itself (I'm rather unfamiliar with the code since I have not seen it before today, lol) Edit, like, 4 or 5: I found the code and it looks pretty much impossible to do it dynamically (or specifically, after load) based on the current setup, although I might be wrong (lol). However a second station network still looks completely possible. Secondary networks could, in theory, be loaded at the same time as the originals and could share necessary meshes, such as tracks, etc., while loading their own meshes for the station itself. I might try a proof of concept, if I ever get time.- 1,259 Replies
-
- 1
-
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Modding Tutorial 2: Road Tree Replacer
Elektrix replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Not sure if this qualifies as a necropost or not (if so, sorry), but on mac, System.Xml is not added as a reference automatically, so Configuration.cs throws an "error". You'll need to add it by right-clicking on the References folder, then clicking "Edit References", and searching it. -
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Hey, does anyone have a compiled list of all the trains/stations that were made for the mod? I do use BloodyPenguin's mod, but I just wanted to see if I was missing anything.- 1,259 Replies
-
- 1
-
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Ooh, Imma give you some in-game screenshots with that. Will update this post when done. Looks amazing!- 1,259 Replies
-
- 2
-
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Cims go to the one-track station that has been lowered: They also go to both platforms (in use) of this multi-track station at 12m: I don't know why, though, but only the bottom two platforms were lowered to 12m. I think I'm going to see if it is because the mod is potentially conflicting with either Traffic++ or Road Anarchy.- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I think it would be best if the default depth was 12 meters, however, this could potentially affect the "double-track" workshop assets (like Multi-Track Station Enabler assets, etc). I haven't tested it and I will... EDIT I tested it with a multiple track layout and I *think* it works? Both tracks were adjusted- 1,259 Replies
-
- 2
-
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
- 4 Comments
-
- toll booths
- turnpike
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I'm sure this has been mentioned before, but this glitch: However, connecting to a short vanilla track segment before the vanilla station seems to render fine and create lines fine:- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
@andreharv Thanks! I've been here before (used to be really into SC2013, got most of my mods and mod-tips here), but sadly, my old account seems to have expired. Anyway, I'm testing the mod now and will send screenshots of how it works as I test now that I know it will actually load Does it require me to reboot the game like Traffic++?- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
-
Additional Public Transit
Elektrix replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
I hate to jump into this conversation randomly, but I still get this error in my game, and I even have the newest version of the mod. I tried restarting the game, redownloading the mod, re-reading your installation instructions, et cetera, and it still doesn't work. A screenshot of my error console: I have Fine Road Heights installed, perhaps that is causing the problem? I think somewhere in this thread it mentioned being incompatible with that.- 1,259 Replies
-
- public transit
- mod
-
(and 2 more)
Tagged with:
