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I am able to see 658501603 in my game by searching its workshop ID
https://i.imgur.com/blDrZDl.png
Another possible case is that some asset creators choose to bundle the prop version together with the vehicle version, and this kind of props can appear in any prop category in Find It, depending on the template selected by the asset creators. The game requires every prop to have a unique name so this mod will automatically skip those vehicles for prop conversion
If you are using EML, the vehicle props generated by this mod will have unwanted light effects when the game time is in the night cycle. Quistar is planning to implement similar features of this mod into EML and Prop Anarchy.
Vehicles in Vehicle are not actually in props. But it's really nice that it props through this mod. Another thing is that I don't have to subscribe to a separate prop on the asset... it's a mod that makes my computer run smoothly. Although the loading screen mod says the prop is missing, I still like this mod. I hope you will upgrade this mod soon. This mod will probably be one of the top ranked mods in the near future. People still don't know...
*You're a really smart guy, Sway. I know what Cities users need. I like you.
Memory usage may decrease slightly because prop generated by TVP with this patch mod shares full texture with the original vehicle if you are using Loading Screen Mod. Standalone prop only shares partial texture with the original vehicle. However the difference can be minimal and unnoticeable. Not sure about loading time.
- Add a new patch to avoid the duplicate prefab name errors generated by TVP. After this update you shouldn't get any "Tree to Prop/Vehicle to Prop: duplicate prefab name" error when you start the game
I'm not sure, but i see more entries with:
876878495.TrailerUVZ Atom R1 (4C)0;
876878495.TrailerUVZ Atom R1 (4C)1;
876878495.TrailerUVZ Atom R1 (4C)2;
It?
A Mod caused an error [System.Exception]
Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. —-> System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,System.Boolean].Add (System.String key, Boolean value) [0x00000] in <filename unknown>:0
at TVPropPatch.Mod.OnEnabled () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
Maybe you need update your harmony API?
○| ̄|_
Thanks for patch, makes things easier to find. After the disaster with Tree Snapping (position did not retain), finally can resume my work...
- Add customizable skipping list. It is now possible to customize the list of trees and vehicles to convert or to skip
- Patch the "Remove tree prop sway" issue in TVP. With this patch mod, that option in TVP will only remove sway from custom tree props. The original trees will not be affected
- Add options to skip prop conversion for vanilla vehicles and trees. This patch mod now has its own mod settings page
- Reduce error message logging in TVP
- Update to Harmony 2.0.4 & CitiesHarmony API 1.0.6
Great patch for a great mod! Both of them actually cut my loading time in half compared to vanilla, which is impressive!
Unfortunately it won't allow me to bring up Ultimate Eye Candy with it (SHIFT+U doesn't work when TVP is enabled...) and it seems to mess with other UI elements a bit.
Is it a known issue (overlapping keybinds/code) and is there a fix for it?
Thank you for your work!
Great patch for a great mod! Both of them actually cut my loading time in half, which is impressive!
Unfortunately it won't allow me to bring up Ultimate Eye Candy with it (SHIFT+U doesn't work when TVP is enabled...) and it seems to mess with other UI elements a bit.
Is it a known issue (overlapping keybinds/code) and is there a fix for it?
Thank you for your work!
The most popular and straightforward way to achieve your goal is to use Bloody Penguin's Modtools mod: Load the vehicle asset in the asset editor, and then use Modtools to extract the 3d models and texture files. Then you can use another vehicle asset editor template to re-import the files. Some vanilla assets have locked models and they are more tricky to work on.
Ronyx69 made a short tutorial video on this:
https://youtu.be/nzJK77BU2Lg
Custom assets loaded
23617 assets
Loading speed
96.5 assets / second
Custom assets loading time
4:05 minutes:seconds
Total loading time
34:52 minutes:seconds
With original mod 60mins+ (most of the time game crashes)
With this patch
Custom assets loaded
23673 assets
Loading speed
96.0 assets / second
Custom assets loading time
4:07 minutes:seconds
Total loading time
45:22 minutes:seconds