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HI! Congratulations for the release. This error popup, it's supposed that i need to add something else?

[object Object]
With object GameManager (Game.SceneFlow.GameManager)

DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Fede\AppData\LocalLow\Colossal Order\Cities Skylines II\ModsData\Klyte45Mods\WriteEverywhere\layouts'.
at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x0004d] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00050] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00042] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (System.String directory, System.String expression, System.IO.EnumerationOptions options) [0x00014] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) [0x0003c] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) [0x00008] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0
at BelzontWE.WETemplateManager+<LoadTemplatesFromFolder>d__48.MoveNext () [0x001e0] in <af97eb2aa298416f81bf4e9f7a7b8c05>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <b4e80bd296bc48ba89d931486f299d70>:0
Colossal.Logging.CustomLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

EDIT: I added the folder manually and the error is gone.

1729911398840.png
 
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really cool stuff. Is highway sign stuff planned in any capacity in the future? That was a big component that is still missing until this day. Or will that not happen? Either way thank you for the awesome work!
 
really cool stuff. Is highway sign stuff planned in any capacity in the future? That was a big component that is still missing until this day. Or will that not happen? Either way thank you for the awesome work!
It's already possible. Just add the background into a atlas (i.e.: Create a folder inside the imageAtlases folder of the mod - the sprite library folder). It will be available in the game.

After adding it as an image in game, just add the texts as a child of the image you used in the background by using the WE component tree window.

That list of suggested uses isn't exaustive, I just didn't had time to create all already possible uses now ^^'

EDIT: BTW I added some atlases with Brazilian signs as reference about how to do it. It contains the arrows used by the Highway Signs and I guess it almost the same in every place, but it doesnt contains background images (yet)
 
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hey Klyte. thanks for the hard work. I was checking the WEVehicleFn cs file on github and I wanted to know if it's possible for me to create a mod that has a new custom function, custom images and it automatically imports into write everywhere
 
Yep, you can create a mod with functions compatible with WE formulaes. They should be static methods and receive only one parameter, and have a return type.

Notice that the method you create only will appear in mod UI when the pipeline is returning the same type of the parameter of the method you have written.
 
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Just FYI, I just uploaded the missing vehicle plates locations (except for motorcycles, since it will require new functions to get the content)
Also added samples for the missing VEHICLEPLATE standard layouts for reference.
 
Another update: Added plate lines 1 & 2 functions, that allows now to create plates for motorcycles.
The samples and mappings were uploaded to Files repository
 
I visited that mod page cause I really hoped it's finally the mod I'm looking for. I was trying to find some kind of mod that allows us to name for example custom made plazas or parks, every other object that can't be named like buildings just as some mods allow us to name them. I think it could work as district name tool but of course without the burdon of creating new district. Maybe you'd have an idea to create that kind of mod. I'm just leaving thoughts on this. Thanks!
 
I visited that mod page cause I really hoped it's finally the mod I'm looking for. I was trying to find some kind of mod that allows us to name for example custom made plazas or parks, every other object that can't be named like buildings just as some mods allow us to name them. I think it could work as district name tool but of course without the burdon of creating new district. Maybe you'd have an idea to create that kind of mod. I'm just leaving thoughts on this. Thanks!
I believe Addresses Mod is the mod that is nearer of what you searching for. In editor it's already allows to name anything clickable in the map, but not yet in game mode. Not sure if the area tool you want would be in the scope of that mod however.
 
Thank you for the excellent mod!

I am running into an issue when I start up CS2, however. It doesn't appear to cause an actual issue, but this message comes up whenever I run CS2.

\_StationEntranceVisuals\FreedomSubwayStationEntrance01BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance01BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FreedomSubwayStationEntrance02BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance02BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FreedomSubwayStationEntrance03BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance03BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FreedomSubwayStationEntrance04BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance04BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FreedomSubwayStationEntrance05BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance05BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FreedomSubwayStationEntrance08BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance08BuildingUpgrade'. Skipping...
\_StationEntranceVisuals\FR_Station.wedefault.xml: No prefab loaded with name: 'FR_Station'. Skipping...
\_StationEntranceVisuals\GER_LargeStation.wedefault.xml: No prefab loaded with name: 'GER_LargeStation'. Skipping...
\_StationEntranceVisuals\GER_LargeStationExtensionExit.wedefault.xml: No prefab loaded with name: 'GER_LargeStationExtensionExit'. Skipping...

I'm assuming it's due to my not having the French or German asset packs from Paradox. If that's the case, perhaps it shouldn't be vocal about the skipping since I don't actually have those packs installed and as far as I'm aware, they aren't a requirement.

If it's something else though, please let me know! :)
 
Thank you for the excellent mod!

I am running into an issue when I start up CS2, however. It doesn't appear to cause an actual issue, but this message comes up whenever I run CS2.

_StationEntranceVisualsFreedomSubwayStationEntrance01BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance01BuildingUpgrade'. Skipping...
_StationEntranceVisualsFreedomSubwayStationEntrance02BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance02BuildingUpgrade'. Skipping...
_StationEntranceVisualsFreedomSubwayStationEntrance03BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance03BuildingUpgrade'. Skipping...
_StationEntranceVisualsFreedomSubwayStationEntrance04BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance04BuildingUpgrade'. Skipping...
_StationEntranceVisualsFreedomSubwayStationEntrance05BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance05BuildingUpgrade'. Skipping...
_StationEntranceVisualsFreedomSubwayStationEntrance08BuildingUpgrade.wedefault.xml: No prefab loaded with name: 'FreedomSubwayStationEntrance08BuildingUpgrade'. Skipping...
_StationEntranceVisualsFR_Station.wedefault.xml: No prefab loaded with name: 'FR_Station'. Skipping...
_StationEntranceVisualsGER_LargeStation.wedefault.xml: No prefab loaded with name: 'GER_LargeStation'. Skipping...
_StationEntranceVisualsGER_LargeStationExtensionExit.wedefault.xml: No prefab loaded with name: 'GER_LargeStationExtensionExit'. Skipping...

I'm assuming it's due to my not having the French or German asset packs from Paradox. If that's the case, perhaps it shouldn't be vocal about the skipping since I don't actually have those packs installed and as far as I'm aware, they aren't a requirement.

If it's something else though, please let me know! :)
I had a problem before, but maybe it's the text station entrance mod?
 
I had a problem before, but maybe it's the text station entrance mod?
That's not something that you need to worry about. It's just logging the message because the assets aren't available when the layouts were loaded.
It's caused by the station entrance mod that integrates along WE. I'm already talking with the dev to make a better integration and avoid these warnings in future versions.
 
Klyte, ótimo mod!! Seria possível ter uma versão com os templates dentro dos arquivos do mod? jogo em cloud gaming e não tem como baixar do Github
Estou planejando criar packs na paradox mods que se integrem ao WE para não precisar baixar de lá do repositório os arquivos, nos mesmos moldes do mod do @rodrigmatrix de entradas de estação de trem. Aguarde por novidades!

I'm planning to create packs at paradox mods that integrate with WE so you won't need to download the files from the repository, along the same lines as @rodrigmatrix's mod for train station entrances. Stay tuned for more news!
 
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