![]() I agree that the mod not working properly from a non-Workshop location is an inconvenience (as I found out through my own testing of the PT fix some time ago) and it should, yet there are no lines of code that I can find which specifically modify behaviour when the mod is used from any specific directory. As a result, it will be extremely unlikely that we can fix it unless Luccas uploads for us the exact version of the game he is using so it can be debugged by those capable. With this in mind, we cannot possibly determine whether it is a problem in this mod's source code or whether it is a problem with the unofficial / illegal copy of the game which is causing the bug which Luccas has. There is no way to verify that the copy of the game downloaded from the unofficial / illegal source is functionally the same as that from an official source (minus whatever verification features needed to be bypassed to make it work. ![]() GalacticRuler: Let me explain in clear terms why mod support for unofficial and illegal copies of the game is not only impractical but nearly impossible. I'd guess maybe the mod didn't update properly from Steam Workshop. As much an inconvenience as it is to reinstall Steam, I am glad it was able to resolve the issue. N0spHeratUs: Welcome back from your holiday, and I'm glad that you were able to resolve this issue. No other mod seems to have this problem granted, most aren't half as complex as this one. It is interesting though, that it cannot be ran from outside the workshop directories, and error logs seem to not help at all in showing why. I too get this error, for the record and As it is an unofficial copy of the game, that is up to date with this mod's requirements, not having TMPE work is a bit unfortunate, given I and many others cannot run the mod from the currently required location. In the future, please do refrain from scolding someone who probably would have to choose between food and the game, it brings them joy and they just wanted to seek even an imperfect fix for a broken mod that makes the game actually playable. For those of us who do have to use unofficial copies of the game, which keep in mind ARE up to date usually, a mod as required as this one would be wonderful to have working. Unfortunately, not everyone has the disposable income to spend on purchasing a massively overpriced game. Aside to the error mentioned in the above paragraph, TMPE.log seems to indicate everything else is fine. PathUnit.m_speed not found error which this issue is about. The output_log.txt doesn't show much more than the. ![]() The second question is could you upload a copy of your city save? Assuming the above to be false, recreating the error on other systems would be a good next step. Could you try running the mod by subscribing it from the Steam Workshop without moving or copying it to another location and see if you still get these errors? AKA, you've downloaded the mod and then copied it to a local path like the one quoted above, then enabled it, rather than to run it from steamdir/steamapps/workshop/content/255710/583429740 (which is the standard workshop directory). Going by the output_log.txt you provided, it appears as if you're loading the 1.10.12 version of the mod but you're not loading it from the standard Steam Workshop location. In the past, I found that loading the mod from %localappdata%\Colossal Order\Cities_Skylines\Addons\Mods would cause TMPE to fail at the data deserialisation stage but loading the same version of the mod from the workshop had no issues (see #190). Possibly a new game?Īt (System.String log, LogLevel level)Īt (System.String s)Īt (Boolean ByRef error)Īt (System.Byte data)Īt ()Īt SimulationManager.LateUpdateData(UpdateMode mode, Single minProgress, Single maxProgress)Īt SimulationManager.Managers_LateUpdateData(UpdateMode mode, Single minProgress, Single maxProgress)Īt LoadingManager c_IteratorB.MoveNext() ![]() 577431575 Configuration NULL, Couldn't load save data. ![]()
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