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many thanks for this thread :)
do we know exactly what is not compatible between proper hardness and pop balance mod ? because I'd like to see this high density residential zone full of cims and very few in low density
 
I find almost all the additions/mods to the game totally useless. Parks for example are easily made by plopping tree, bushes, and trails, etc. This does not require hundreds of different mods of different sizes. The same applies to parking lots but unfortunately the game does not have a ploppable parking lot.
 
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Can someone help me. I need to know how to edit so I can get Achievement Enabler to work. Instead of installing Mod Achievement Enabler. Cause it doesn't work. I have done some editing on ArmA 2 CO. I just need to know where to put this. I got it from here https://gist.github.com/anonymous/c524671571c3879381b2 I have EditPlus 3, Notepad++ and Visual Studio 2013
EnableAchievements.cs
Code:
namespace SkylinesMod
{
    public class EnableAchievements : IUserMod
    {
        public string Name
        {
            get { return "Enable Achievements"; }
        }

        public string Description
        {
            get { return "Enables achievements when mods are loaded."; }
        }
    }

    public class EnableAchievementsLoad : LoadingExtensionBase
    {
        public override void OnLevelLoaded(LoadMode mode)
        {
            Singleton<SimulationManager>.instance.m_metaData.m_disableAchievements = SimulationMetaData.MetaBool.False;
        }
    }
}
 
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Hi, just wanted to post some recent mods that might be worth considering for the OP...

[ARIS] Early Death - http://steamcommunity.com/sharedfiles/filedetails/?id=421188880
[ARIS] Enhanced Garbage Truck AI - http://steamcommunity.com/sharedfiles/filedetails/?id=439582006
[ARIS] Remove Stuck Vehicles - http://steamcommunity.com/sharedfiles/filedetails/?id=428094792
[ARIS] Enhanced Hearse AI - http://steamcommunity.com/sharedfiles/filedetails/?id=433249875

The Hears and Garbage AIs are particularly interesting as they not only provide much better vehicle management, but they also limit service buildings to the district they are in (if applicable) and their effective range; this prevents vehicles travelling all over the map, it keeps them local and more effective. Prioritisation of building visits is also greatly improved, eg. they will head for priority buildings but opportunistically visit other buildings along the way.

Note: I didn't make these mods, I just found them useful.
 
Yeah, pretty much anything that edits pathfinder in some way will be incompatible - it's a PITA to make the pathfinder pluggable (would cause too much performance loss = lag).

Traffic++ has a "Ghost Mode" which allows it to run with minimal footprint to ensure game still runs if something goes wrong (like it autodetects if Traffic Manager is running and if so T++ goes in to ghost mode, also when CO release new game patches something could break so T++ also has a mod setting to force ghost mode so users can still play while the mod is updated to accommodate changed game code).

Next release of Traffic++ adds better UI for customising vehicle restrictions, and also adds ability to set lane speed restrictions.
 
Hi everybody! I have problem with mod "Proper hardness". New game is started ok, but when I load the game I get this massage. My version 1.1.0, I didn't use "save to cloud".
After disable "Proper hardness" this error disappeared.

A Mod caused an error [ModException]

Details:
System.NullReferenceException: Object reference not set to an instance of an object
at DifficultyMod.LoadingExtension.LoadMod (DifficultyMod.SaveData2 sd) [0x00000] in <filename unknown>:0
at DifficultyMod.LoadingExtension.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0
at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0
ModException: A Mod caused an error

UPD it works if delete the difficultymod.config each time before start the new game
 
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Thanks for this very useful thread.

I do have a question that might have a very basic or obvious answer.

I would like to know that if I install a mod(s), say "Proper Hardness", will it affect my existing save game or do I have to start a new save? I'm sure the answer is the same as every mod, but I've never installed mods before so I'm not sure. My guess is that I have to start a new game? Thanks!
 
Hi, just wanted to post some recent mods that might be worth considering for the OP...

[ARIS] Early Death - http://steamcommunity.com/sharedfiles/filedetails/?id=421188880
[ARIS] Enhanced Garbage Truck AI - http://steamcommunity.com/sharedfiles/filedetails/?id=439582006
[ARIS] Remove Stuck Vehicles - http://steamcommunity.com/sharedfiles/filedetails/?id=428094792
[ARIS] Enhanced Hearse AI - http://steamcommunity.com/sharedfiles/filedetails/?id=433249875

These mods + Skylines Overwatch are broken and looks like not being updated anymore.
 
Read workshop comments =)

Unfortunately, I find most workshop comments to be less than helpful, and particularly with popular mods more often than not incorrectly blame mods for problems that are mod conflicts or even problems that are outright solely with another mod. Not many people have even the inclination to correctly analyse a problem, let alone the skills to actually do so.

While I know the ARIS mods are unfortunately unmaintained and will consequently eventually break anyway, many of the "issues" in the various ARIS discussions on the workshop I know first-hand aren't occuring for me. About the only concrete comment I found is an (unsubstantiated, but plausible) claim of a memory leak. My own testing hasn't found any performance issues for me, and in any case I'm more interested in the base functionality than any perfomance impact

ETA: vague negative claims about mods are a dime-a-dozen both on the workshop and elsewhere. What I'm after is more concrete than that.
 
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One of the most usefull mods:

http://steamcommunity.com/sharedfiles/filedetails/?id=508195208

0361288C6B24DB2DBDD7E13DF4A908493B089339
 
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Sad that OP updated it last time in March 2015 :(

I am using 90+ mods from Workshop and they work together!
BUT it would HELP alot to have a modding community that works together!!! No one needs 10 traffic mods, so it would be better if those 10 modders would make ONE Mod instead of "wasting" time because many of the same codelines starts the conflicts ;)

Hey OP, would you please update the first post???
 
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Plopable Buildings like McDonalds,BP,Burger King and so on need their own area in Game like Fast Food area,Gas Station area,Retail area and so on not with Parks and so on. Also Naming Street Tool doesn't work because when go over a Road can't name it and District Tool needs to allow you to rename District because I can rename a Building like Rual Clinic to Daytona Beach West Rual Clinic but can't rename District in that area to Daytona Beach West Also some Unique Buildings need to be maybe into Propable Buildings.
 
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