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If anyone is like me, not planning on changing trees manually on every single asset, but you hate vanilla trees, this is the way to go wihout performance drop. It's just code.
For anyone wondering: In the xml file it registers EVERY tree you've got, including your custom assets. You can copy the name from there and change the vanilla tree in your custom asset. Any assets you don't want to replace; just leave them be.
What should I do to fix this or can this be fixed? Thanks :)
This mod served a high purpose, getting rid of any and all vanilla trees from your city.
Hope it gets an updated version in the future, though I know you're busy boformer and this probably isn't as popular as your other mods however I can't stand the vanilla trees and bushes.
I forgot that was the problem
@boformer Anyone else complained about European Buildings Unlocker? BP's detouring a lot of stuff in there, like NetCollection, so the issue may be there.
Anyways keep up the good work with your excellent mods!
Maybe a tree was not found?
Details:
System.NullReferenceException: Object reference not set to an instance of an object
at TreeReplacer.TreeReplacer.loadAndUpdateConfig () [0x00000] in <filename unknown>:0
at TreeReplacer.TreeReplacer.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
A "placed tree replacer" will just modify your save file, so all trees you placed in the map editor or ingame will be replaced.
I think Judazzz is planning to make a TreeController mod that will replace this mod, maybe he will also integrate the "placed tree replacer"
You have answered to y4wgmoth that a mod which can replace all trees on a map would not be difficult...
Do you think that you can update this mod (obsolete since Network Skins) for to make that?
Can I suggest 3 options for each replacement model?
- removeOriginalTree
- removeUglyDirtUnderTree
- RandomTreeRotation (a way to answer at several requests expressed in the comments of Random Tree Rotation Mod...)
And if you could also add props with the same options...
You have to download ModTools, go ingame, select the tree you want the name of.
Now open the mod tools scene explorer with CTRL + E,
on the left navigate to Tool Controller > TreeTool
on the right, find the fiel "m_prefab".
It will tell you the name, which looks like this: 12365435.SomeTree_Data
Will be great if someone have an resolution :-)
Thanks in advance!
LoadGame - Some mods caused errors: [ModException]
Details:
System.Exception:
---------------------------
[0]: Object reference not set to an instance of an object
at TreeReplacer.TreeReplacer.loadAndUpdateConfig () [0x00000] in <filename unknown>:0
at TreeReplacer.TreeReplacer.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at IsolatedFailures.IsolatedFailures.<OnLevelLoaded>b__1 (ILoadingExtension e, UpdateMode m) [0x00000] in <filename unknown>:0
at IsolatedFailures.IsolatedFailures.ProcessLoadingExtensions (UpdateMode mode, System.String methodName, System.Func`3 callback) [0x00000] in <filename unknown>:0
ModException: LoadGame - Some mods caused errors:
Any ideas? Thanks you!