Cities: Skylines

Cities: Skylines

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Advanced Asset Editor Panel for Item AI
   
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8 Feb, 2023 @ 3:14pm
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Advanced Asset Editor Panel for Item AI

In 1 collection by Still_Claire
Questionably Updated Mods
5 items
Description
Advanced Asset Editor Panel for Item AI, aka Asset Prefab AI Changer Revisited
version 0.1.0.1, 2023-February
Update of "Asset Prefab AI Changer" by Stefan Kaufhold and D LueChoy (lynxSnowCat) 2015

This mod adds a panel to the Asset Editor to access the AI asset field.
All due credit to original authors who did all the heavy lifting.
Use at your own risk. Always back up your work. Disabling or unsubscribing this mod will not un-break your assets.

Please be advised all I did was edit the original code (available at https://github.com/skaufhold/BuildingAIChanger) according to VS2022. It seems to work now but I can claim no real authorship of this mod nor knowledge of its code. As far as I can tell, it may as well be magic. :)

Since the original mod (found here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=421616513) worked for seven-plus years without needing an update, hopefully this one will stay functional for at least a few months.

BE VERY ADVISED THIS MOD CAN BREAK YOUR ASSETS. Just like the original, it will not stop you from assigning an AI type that is inappropriate and makes the game itself unable to access the asset. This means if you save the asset with an AI type that breaks it, you will not be able to load it again to fix the AI type. BACK UP YOUR WORK. Don't experiment with your only copy of your masterpiece.

Please review all original descriptions, directions and warnings at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=421616513.

Disabling or unsubscribing this mod will not un-break your assets.

What this mod does:
1. Adds a panel to the Asset Editor to access the PrefabAI asset field. The PrefabAI field is an existing asset field that is by default hidden in Asset Editor.
2. Adds an "Apply" button and field dropdown selection list of available AI types. This list is generated by code and therefore should always be accurate after content updates, but there is no check to keep you from assigning an AI type that breaks your asset. USE AT YOUR OWN RISK. BACK UP YOUR WORK. Disabling or unsubscribing this mod will not un-break your assets.
3. Displays the AI assigned to the item when loaded in the editor.

Things about what this mod doesn't do:
1. This mod does not create fields or change game behavior; it only affects the Asset Editor (and any assets you break with it).
2. This mod does not require other mods to work. It can be safely disabled at any time and assets modified with it will not revert. (This means if you broke an asset, it stays broken.)
3. This mod does not need to be present to use assets modified with this mod; assets created using this mod will retain their values. Other players do not need to have this mod to use assets created using it.
4. This mod does not cause conflicts with other mods (except the original - be sure to unsubscribe if you haven't already).

Do you need this mod?

Probably not, most players won't.

If you want to repurpose assets, for example to make a vanilla police station into a decorative building, this mod will do that. (If you repurpose an asset from the Workshop, respect the creator's rights.)

How to use:
1. Subscribe.
2. BACK UP YOUR WORK.
3. Activate in Content Manager as with any mod.
4. Load Asset Editor, edit or create a new asset.
5. When the Editor loads, the new panel will be in place and displaying the asset's AI type.
6. Click the arrow of the dropdown box and select the AI type you want to assign.
7. Click the Apply button.
8. A popup will ask if you want to copy all attributes or only the visible. I don't know what all that changes, I always click "All". This is the step that will break your asset if you aren't careful.
9. The properties panel will refresh with the new set of options for the selected AI. If the previous and new AI share properties, their values will carry over.
10. Continue to modify your asset (or not) and save.

Check out the updated How To Repurpose Assets Guide for detailed instructions.
8 Comments
dgrad598 26 Apr, 2023 @ 6:09pm 
@ Still_Claire: can this mod convert a tram vehicle into a metro vehicle?
Still_Claire  [author] 5 Mar, 2023 @ 1:34pm 
As stated above: "all I did was edit the original code (available at [link]) according to VS2022. It seems to work now but I can claim no real authorship of this mod nor knowledge of its code."
Chamëleon TBN 5 Mar, 2023 @ 8:38am 
What have _you _changed? Mods without published up to date source code will receive a warning in Compatibility Report.
Polarstorm 10 Feb, 2023 @ 4:53am 
@Still_Claire, yeah now that you say it i remember it. I stopped making assets for CS 5 years ago or so. But still, the problem that the dropdown or the button, doesn't show up at all in other categories is there. Also i saw a strange behaving of the menu, as soon as i click something, change something, add an object, change class, or whatever the menu completly disappears.
Still_Claire  [author] 10 Feb, 2023 @ 4:49am 
@Polarstorm I understand that to be a limitation of the original; props, networks and some other things are specifically excluded from this mod's reach (for safety reasons I figure).
Still_Claire  [author] 10 Feb, 2023 @ 4:45am 
@Chamëleon TBN Thanks for the suggestion :)
Polarstorm 9 Feb, 2023 @ 9:38pm 
Doesn't work for me in most cases. No dropdown in props and many other things, sometimes a dropdown but the apply button isn't working. Maybe i'am trying the wrong things but what i wanted is to give a prop an AI and not choose a house (as example) and change its AI.
Chamëleon TBN 9 Feb, 2023 @ 12:18am 
Can you please add to your revisited versions a link to your modified code? Best would be to have that link insert in the descriptions even before the link to original code. With this Compatibility Report can automatically add the link to the report. Otherwise CR will warn users to not subscribe the mods, as the code is not available.