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I am receiving the following error every time I run CS2 with Skyve enabled. This condition started when I re-installed Skyve thinking I needed to do that when I moved CS2 to a new MS Windows account. Prior to this, Skyve seemed to work fine. What did I do to screw things up?
Screenshot 2025-04-24 123336.png
 
My Skyve says it is 14.0 and it knows 16.0 is available, but I can't get it to upgrade. I tried deleting Skyve (via uninstall program) (and removed desktop link) and letting the game install skyve and still i have 14.0. Is there something I am missing?
 
My Skyve says it is 14.0 and it knows 16.0 is available, but I can't get it to upgrade. I tried deleting Skyve (via uninstall program) (and removed desktop link) and letting the game install skyve and still i have 14.0. Is there something I am missing?

Try selecting the new version on pdx mods website, then the update button should show up in Skyve
 
My Skyve says it is 14.0 and it knows 16.0 is available, but I can't get it to upgrade. I tried deleting Skyve (via uninstall program) (and removed desktop link) and letting the game install skyve and still i have 14.0. Is there something I am missing?

Try selecting the new version on pdx mods website, then the update button should show up in Skyve
That wasn't enough. I suspect the local/cloud conflicts that recently occurred is something to do with the problems. I removed skyve and cs2 then reinstalled cs2 and made a playset with just skyve and that let me get going.

I wish there was more clue what is happening when the cloud sync fails (but that's more a comment for CO than yourself).
 
I think it's a novelty delivered with one of the latest updates but no... definite no to that: Skyve being automatically added to playset in use is a terrible idea.
I'm trying to have no mods in use, just for the silliness and pointlessness of achievements - and each time i open skyve to change something, i now also have to go to mods website and manually remove it.

that's... silly is a polite word. and an understatement.
can that be reversed?

It's never been needed in the playset that one uses. is there a reason for this change?
 
I think it's a novelty delivered with one of the latest updates but no... definite no to that: Skyve being automatically added to playset in use is a terrible idea.
I'm trying to have no mods in use, just for the silliness and pointlessness of achievements - and each time i open skyve to change something, i now also have to go to mods website and manually remove it.

that's... silly is a polite word. and an understatement.
can that be reversed?

It's never been needed in the playset that one uses. is there a reason for this change?

Ideally if the issue is that you want achievements, then you can deactivate your playset, that way there's no mods altogether for the game to disable achievements

As for the reason, since a mod update is required to update the app, not having skyve in your playset will make you stay on an old version which is far from ideal
 
Im really hoping that skyve didn't destroy my saves.

[ERROR] InstallSkyveUISystem: Error on game preload, disabling system...

InvalidOperationException: system state is not initialized or has already been destroyed
at Unity.Entities.ComponentSystemBase.CheckedState () [0x00016] in <31392ae637b54463be21947b4b145e41>:0
at Unity.Entities.ComponentSystemBase.set_Enabled (System.Boolean value) [0x00000] in <31392ae637b54463be21947b4b145e41>:0
at Game.UI.UISystemBase.OnGamePreload (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x0000f] in <326788fce38e46f481fcabb77f237b21>:0
at Game.GameSystemBase.GamePreload (Colossal.Serialization.Entities.Purpose purpose, Game.GameMode mode) [0x00000] in <326788fce38e46f481fcabb77f237b21>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception, Object)
Game.GameSystemBase:GamePreload(Purpose, GameMode)
Game.SceneFlow.GameManager:LoadSimulationData(Purpose, AsyncReadDescriptor)
Game.SceneFlow.<Load>d__94: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.Runtime.CompilerServices.YieldAwaiter:RunAction(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()