a mod caused an error cities skylines что делать
A mod caused an error cities skylines что делать
Cities: Skylines
A Mod caused an error [ModException]
Details:
System.IndexOutOfRangeException: Array index is out of range.
at OptionsMainPanel.AddUserMods () [0x00000] in :0
When I join the game, I can’t play for too long cause there is always this error on the screen:
Object reference not set to an instance of an object [System.NullReferenceException]
If the problem persist create a new support thread @ PDX forums and include the required files according to this pinned post:
https://steamcommunity.com/app/255710/discussions/0/1620599015887345348/
I have similar issues it shows
A Mod caused an error [ModException]
Details:
System.NullReferenceException: Object reference not set to an instance of an object
at OptionsMainPanel.AddUserMods () [0x00000] in :0
Everytime I start the game with all of them disabled and everytime I enable one it shows too
A mod caused an error cities skylines что делать
Cities: Skylines
Is there a way to tell which mod is creating the error?
A Mod caused an error [ModException]
Details:
System.TypeLoadException: Could not load type ‘ColossalFramework.Steamworks.Achievement’ from assembly ‘ColossalManaged, Version=0.3.0.0, Culture=neutral, PublicKeyToken=null’.
at EntryData.GenerateData () [0x00000] in :0
Is there a way to tell which mod is creating the error?
Is there a way to tell which mod is creating the error?
Yes.
Go to the Workshop page for every mod you have chosen to use and check that it is up to date, is compatible with the current game version and that you have paid attention to any known conflicts as stated there by the mod author.
In other words, make it a regular routine to manage your custom content.
A mod caused an error cities skylines что делать
So.. I’ve never had problem with the english language before, but I just don’t get this text. I get that a mod is causing the error and therefor I cannot load my game.. Which worked just yesterday.. Anyway if someone would kindly help so that I can turn that mod off I would be happy. Thanks
A Mod caused an error [ModException]
Details:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in :0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in :0
at OptionsMainPanel.AddUserMods () [0x00000] in :0
Verify your game cache. Something’s not downloaded right from the workshop, or a mod has broken.
Load your game again until you see the error and send the log, and I’ll be able to find out what mod it is.
do you have Rush Hour
Verify your game cache. Something’s not downloaded right from the workshop, or a mod has broken.
Load your game again until you see the error and send the log, and I’ll be able to find out what mod it is.
I don’t mean restarting, I mean going into the properties for the game in Steam and verifying game content.
The log is output_log.txt under the «Common» (I think) directory in the game folder.
Did you find the mod? I’m getting the same error. My game crashes
Uninstall the game. Go to AppData\Local\Colossal Order\Cities_Skylines and rename the root folder «Colossal Order» to something else. Reinstall the game. Disable all mods. Start game.
Re-enable mods one by one. Sew which one the ame crashes on. Disable mod.
Unfortunately, if the mod altered the save file, IE your city, then you might be SOL with that save.
I got this same message right after CS forced a download of their new 11/29/16 update (the one with the free radio stations). Just before this all 7 of my games were working fine. But immediately after this last download, I got this message:
A Mod caused an error [ModException]
Details:
System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetExportedTypes () [0x00000] in :0
at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in :0
at OptionsMainPanel.AddUserMods () [0x00000] in :0
I’m pretty sure it’s NOT our mods or our games. It’s a problem with the coding Collossal Order had in this most recent download. I’m just not going to open CS or play any of my games until CO has downloaded another update to correct whatever the coding is that’s causing the problem.
I’ve emailed Emmi at Collossal Order letting her know of the problem and I’m hoping she’ll let the rest of their team know and it’ll be fixed quickly.
Till then I’m finding something else to do. Too afraid to open CS until then.
A mod caused an error cities skylines что делать
With the release of Sunset Harbor, we’re here to help you with any issues you might have!
As with all updates, there is a brief period of instability while mods are being updated. Usually this doesn’t take long! Please see this thread for updates on what mods are currently broken and waiting for updates: https://steamcommunity.com/app/255710/discussions/0/1870623125774285868/
A special thank you to AquilaSol for making and updating this list!
You can also get some advice and help from our YouTube tutorial, made by Strictoaster:
The QA team do their best to test the game before launch, but with tens of thousands of different PC setups, unexpected things happen. Sorry for any frustration this is causing you!
The devs and QA team are actively recording issues, even if you don’t get a response! Please include as much detail in your report as you can to help narrow down the issue, so it can be fixed ASAP.
100MB or less free, which is why the game crashes. Setting up a custom size pagefile of 32 GB (32000 MB since pagefiles are measured in MB) usually fixes this. If the pagefile is already set that high, reduce the amount of workshop content.
— Guide to setting up a pagefile
Initialize engine version: 5.6.6f2 (6bac21139588)
GfxDevice: creating device client; threaded=1
Crash.
SymInit: Symbol-SearchPath: ‘.;D:/SteamLibrary/steamapps/common/Cities_Skylines;D:/SteamLibrary/steamapps/common/Cities_Skylines;C:/WINDOWS;C:/WINDOWS/system32;SRV*C:/websymbols*http://msdl.microsoft.com/download/symbols;’, symOptions: 530
OS-Version: 10.0.17134 () 0x300-0x1
D:\SteamLibrary\steamapps\common\Cities_Skylines\Cities.exe:Cities.exe (00007FF68B9D0000), size: 23814144 (result: 0), SymType: ‘-exported-‘, PDB: ‘D:\SteamLibrary\steamapps\common\Cities_Skylines\Cities.exe’, fileVersion: 5.6.6.44065
Check your mods against this list of known broken and incompatible mods [docs.google.com] or use the Mod Compatibility Checker mod to check your mods.
These happen from time to time. There are 3 mods that can help recover a save from these errors, and all mods can be used at the same time. It’s the Loading Screen Mod, Save Our Saves and Safenets.
Subscribe to all, enable them all, and then go to Options, find the Loading Screen Mod on the left, find Safe Mode and enable all options for Safe Mode.
This isn’t directly related, but all the other discussions are FILLED with comments, so i thought that i could go here. Is it okay if i have an explanation to why C:S Sunset Harbour not coming out when it said it would? I live in GB, and english time is two hours behind finland time, and it said it would be releasing at 10:00 am CET, and that is 8:00 am GMT, and it’s 9 o’ clock and it’s still not ready yet. Is that just a problem with me, or.
After entering «—noWorkshop», the game is crashed, and i can’t enter the game.
what’s the problem?
before entering «—noWorkshop», i can enter the game but i can’t play it normally.
may roads are disappeared.
After entering «—noWorkshop», the game is crashed, and i can’t enter the game.
what’s the problem?
before entering «—noWorkshop», i can enter the game but i can’t play it normally.
may roads are disappeared.
Hmm. I’m gonna send you to the support forum [forum.paradoxplaza.com] as this will need some proper looking into. Not sure why it’s crashing for you with the launch option, that definitely shouldn’t happen. When you post there, it would be super helpful if you can attach the log file. This guide explains where to find it.
After entering «—noWorkshop», the game is crashed, and i can’t enter the game.
what’s the problem?
before entering «—noWorkshop», i can enter the game but i can’t play it normally.
may roads are disappeared.
Hmm. I’m gonna send you to the support forum [forum.paradoxplaza.com] as this will need some proper looking into. Not sure why it’s crashing for you with the launch option, that definitely shouldn’t happen. When you post there, it would be super helpful if you can attach the log file. This guide explains where to find it.
tried all of these, the launcher still crashes when i push play
The font is slightly blurred on some text lines please take care of this old bug dear developers
https://steamcommunity.com/sharedfiles/filedetails/?id=2035902115
Changes to the graphic settings do not help
ok i’ve set both launch options/commands and still isn’t loading.
Is it possible to play the previous version of the game? i.e. whatever version it was yesterday. I don’t plan on considering buying the dlc until I’ve finished with my current map, so can I play on the older version to avoid waiting for mod updates?
Dear Developers,
I think your analysis is a bit simple. It is so easy to shove all problems onto mods. However, if the game has errors when no mods are activated in a city (though in past cities they have been), then that seems unfair. See my comments in this thread:
I did my testing without the «—noWorkshop» entry as I read this later. However, you see I could start and successfully save a new game
Is it possible to play the previous version of the game? i.e. whatever version it was yesterday. I don’t plan on considering buying the dlc until I’ve finished with my current map, so can I play on the older version to avoid waiting for mod updates?
No, I’m afraid that isn’t possible. Cities: Skylines does not offer older versions of the game.
Dear Developers,
I think your analysis is a bit simple. It is so easy to shove all problems onto mods. However, if the game has errors when no mods are activated in a city (though in past cities they have been), then that seems unfair. See my comments in this thread:
I did my testing without the «—noWorkshop» entry as I read this later. However, you see I could start and successfully save a new game
I am not a developer, but I am very familiar with modding the game. Hopefully my answer will satisfy.
If a save was made with mods running at any point, then the effect of those mods do not disappear just because we disable the mods. Many mods can be removed, but they have still affected the save. That’s why you should always test on a new game to verify an issue.
Thanks for the response, but may I ask why older versions are not available? Other mod-heavy games like Rimworld offer several previous versions of the game to account for mods that are no longer updated or abandoned, by allowing the player to select the version they want using steams ‘beta’ options. Would that be something the dev team could add before the next patch/update/dlc? (I understand that you can’t add it retroactively for this current update).
A mod caused an error cities skylines что делать
Yeah, instead of having a built-in system for mods that at least identifies which mod is causing issues you have to comb through mods one by one like a detective to figure it out yourself. Wonderful method. Manage your mods, a**hole. Thank you Paradox!
Instead it is up to me to spend an hour or two (or three) to go through mods one by one and find out manually which of the 50 mods I use started to develop issues in the latest patch instead of playing the game. Thank you!
OP does have a valid point, although frustration even understandable should not be ventilated to mr grapplehoeker who is always here to help and assist and posts to nearly every question. Chapeau.
Cities is an awesome game and can be played without mods. What makes cities extra-ordinairy and exceptional are the mods. And OP is right also the devs themselves ‘liked it’ and promoted it which means one goes with the other which is great. Respect to collosal for opening up like that.
So my point is. For a game that is so great with mods and assets and that frequently crashes due to these mods and assets. not the fault of the devs.. it would make life at least easier to have a better crash report. and if not well, then so be it too.