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Get 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()
 
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.
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 mandatory
 
Get 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()
This one is fixed, thanks for the feedback
 
I 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.
 
I 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.
in the industry secction should appear, im gonna try with that mod


Edit: I just try a fresh start with the 2 mods and works fine, maybe you didnt restart twice?
 
Last edited:
I 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.
in the industry secction should appear, im gonna try with that mod


Edit: I just try a fresh start with the 2 mods and works fine, maybe you didnt restart twice?
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.
Yor mod dont work for me.

Edit: Since your update today (13.05.) this mod is working for me now.
 
Last edited:
These are awsome!! :)
Can you just leave in the mod's description what size the plots have so we don't wait in vain for a 4x3 when it's not there ? :)
 
8x6
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
 
Last edited:
8x6
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
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 again :D
 
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 missing

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
 
Last edited:
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 missing

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
Sorry i was working, ill let you know if it is still happening and the lot sizes asap