[object Object]
NullReferenceException: Object reference not set to an instance of an object
at Colossal.IO.AssetDatabase.PrefabAsset+PrefabReferenceResolver.TryResolveReference (System.String id, System.Object& value) [0x00052] in <fe1d2d18769949e7903cf7eb3c357d2b>:0
at Colossal.OdinSerializer.DeserializationContext.GetExternalObject (System.String id) [0x00033] in <d9cab27576e9499db8aa70c41ecc0a40>:0
at Colossal.OdinSerializer.AnySerializer.ReadValueWeak (Colossal.OdinSerializer.IDataReader reader) [0x006df] in <d9cab27576e9499db8aa70c41ecc0a40>:0
at Colossal.OdinSerializer.ReflectionFormatter`1[T].DeserializeImplementation (T& value, Colossal.OdinSerializer.IDataReader reader) [0x0013d] in <d9cab27576e9499db8aa70c41ecc0a40>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Colossal.OdinSerializer.CustomLogger:LogException(Exception)
Colossal.OdinSerializer.DebugContext:LogException(Exception)
Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(BrandObject&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.ComplexTypeSerializer`1:ReadValue(IDataReader)
Colossal.OdinSerializer.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(BuildingPrefab&, IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader)
Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader)
Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(IDataReader)
Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(Stream, DataFormat, DeserializationContext)
Colossal.IO.AssetDatabase.PrefabAsset:Load()
AssetPacksManager.Mod:LoadAssets(Dictionary`2) (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:258)
AssetPacksManager.Mod:LoadModAssets() (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:420)
AssetPacksManager.Mod:LoadModAssetsInForeground() (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:188)
AssetPacksManager.Mod:OnLoad(UpdateSystem) (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:80)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__152:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
They all work fine for me. You need to restart the game twice every time when loading when using any mods for this game. You'll probably need to do a clean reinstall of the entire game or you'll get errors forever.every one of this dudes mods is broken.
Wich other mods are you using? Buldozer and anarchy? i always have them so maybe there are some buildings with anarchy in them that broke the game for others, also the 2 restart is mandatoryThey all work fine for me. You need to restart the game twice every time when loading when using any mods for this game. You'll probably need to do a clean reinstall of the entire game or you'll get errors forever.
This one is fixed, thanks for the feedbackGet Error by adding this mod.
Code:[object Object] NullReferenceException: Object reference not set to an instance of an object at Colossal.IO.AssetDatabase.PrefabAsset+PrefabReferenceResolver.TryResolveReference (System.String id, System.Object& value) [0x00052] in <fe1d2d18769949e7903cf7eb3c357d2b>:0 at Colossal.OdinSerializer.DeserializationContext.GetExternalObject (System.String id) [0x00033] in <d9cab27576e9499db8aa70c41ecc0a40>:0 at Colossal.OdinSerializer.AnySerializer.ReadValueWeak (Colossal.OdinSerializer.IDataReader reader) [0x006df] in <d9cab27576e9499db8aa70c41ecc0a40>:0 at Colossal.OdinSerializer.ReflectionFormatter`1[T].DeserializeImplementation (T& value, Colossal.OdinSerializer.IDataReader reader) [0x0013d] in <d9cab27576e9499db8aa70c41ecc0a40>:0 Colossal.Logging.CustomLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Colossal.OdinSerializer.CustomLogger:LogException(Exception) Colossal.OdinSerializer.DebugContext:LogException(Exception) Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(BrandObject&, IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader) Colossal.OdinSerializer.ComplexTypeSerializer`1:ReadValue(IDataReader) Colossal.OdinSerializer.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader) Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader) Colossal.OdinSerializer.ReflectionFormatter`1:DeserializeImplementation(BuildingPrefab&, IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter`1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader) Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader) Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(IDataReader) Colossal.OdinSerializer.SerializationUtility:DeserializeValueWeak(Stream, DataFormat, DeserializationContext) Colossal.IO.AssetDatabase.PrefabAsset:Load() AssetPacksManager.Mod:LoadAssets(Dictionary`2) (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:258) AssetPacksManager.Mod:LoadModAssets() (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:420) AssetPacksManager.Mod:LoadModAssetsInForeground() (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:188) AssetPacksManager.Mod:OnLoad(UpdateSystem) (at C:\Users\Konsi\RiderProjects\CS2-AssetPacksManager\Mod.cs:80) Game.Modding.ModInfo:OnLoad(UpdateSystem) Game.Modding.ModInfo:Load(UpdateSystem) Game.Modding.ModManager:InitializeMods(UpdateSystem) Game.Modding.ModManager:Initialize(UpdateSystem) Game.SceneFlow.GameManager:InitializeModManager(Boolean) Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&) Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9() Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext() System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task:FinishStageThree() System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult() Colossal.PSI.PdxSdk.<SyncMods>d__152:MoveNext() System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.<>c:<.cctor>b__7_0(Object) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() UnityEngine.UnitySynchronizationContext:ExecuteTasks()
i couldnt make them extraction buildings yet, so by now this farmers sell the food directlyMod works fine for me, I did notice that the buildings that spawn appear to be Production buildings instead of Extraction buildings. Is this intended?
in the industry secction should appear, im gonna try with that modI can't find the menu selection for this mod anywhere. Where is this usually found?
This mod caused conflicts with other asset mods such as "Stair and Path Assets Pack". Not all selections appear in the menu anymore and the game crashes when used.
Sorry, but this mod causes my game to crash as soon as I press the zoning button. In the “Stair and Path Assets Pack” mod not all symbols are displayed . With the existing selections, my game crashes as soon as I press a button.in the industry secction should appear, im gonna try with that modI can't find the menu selection for this mod anywhere. Where is this usually found?
This mod caused conflicts with other asset mods such as "Stair and Path Assets Pack". Not all selections appear in the menu anymore and the game crashes when used.
Edit: I just try a fresh start with the 2 mods and works fine, maybe you didnt restart twice?
brilliant... only that this reply will be lost at some point so maybe you could add that info to the mod's description so you don't get these questions again8x6
6x6
5x5
4x3
Storage
2x2
2x4
2x6
3x6
4x6
4x5
Im gonna upload somo more levels in the afternoon i make a simple storage 4x3 so yo can fill the space
Edit: there is a 4x3 maybe its not working
i plan doing more sizes so all are coveredbrilliant... only that this reply will be lost at some point so maybe you could add that info to the mod's description so you don't get these questions again![]()
Otherwise this is a great asset mod!im getting no pedestrian path on some lots. I tried doing invisible pedestrian path and that did not help, any thoughts?
if u have a capture of the buildings or a description of them so i fix them, is that some pedestrian access area markers are missingim getting no pedestrian path on some lots. I tried doing invisible pedestrian path and that did not help, any thoughts?
Sorry i was working, ill let you know if it is still happening and the lot sizes asapif u have a capture of the buildings or a description of them so i fix them, is that some pedestrian access area markers are missingim getting no pedestrian path on some lots. I tried doing invisible pedestrian path and that did not help, any thoughts?
Edit: with the size of the lot and if its crop or animals is enough
Edit2: If it was the 5x5 chickens it fixed now