daterefa.blogg.se

Cod modtools expecting uv error
Cod modtools expecting uv error










Just tried it myself and it works perfectly. This should immediately launch the Map Editor with your last savegame loaded as a map, which you can then edit, save and publish just as any other map.

cod modtools expecting uv error

(saveGameMetaData.assetRef, "MapEditor", "InMapEditor", new SimulationMetaData() ) Paste & run the following command: SaveGameMetaData saveGameMetaData = SaveHelper.GetLatestSaveGame().Instantiate() With ModTools enabled, hit F7 in the game’s main menu to open the debug console.ģ. This trick will load your save as a map, along with everything in it – roads, buildings, etc. To load the most recent savegame into the Map Editor: The awesome boformer at SimTropolis found the answer, which I’ll repost here. Thankfully, I found a post that makes it seem like it's possible to import a saved game into the map editor, and I luckily have a saved game with almost all of the changes that I had previously been working on, but unfortunately it does not seem to be working for me.īack in February of 2020, someone asked this same question and was directed to another post with the solution, which I'll post below: So, I didn't realize that deleting the "subscribed" maps from the Content Manager deleted the associated saved games tied to any work being done in the map editor itself, even though I hadn't chosen to yet "publish" the map.

cod modtools expecting uv error

Originally posted on r/CitiesSkylines, but I forgot that this sub existed, so here's a copy & paste of that thread. With that, I'm going to leave my original post intact in the event that someone else runs into a similar issue and ends up searching for the error text in hopes of resolving it. When loading the map into the editor, the ModTools console will display what assets are missing, along with their ID, which makes it easy to copy those over for use in the -noWorkshop "offline" mode.

#COD MODTOOLS EXPECTING UV ERROR MOD#

This indicated to me that another mod of mine was loading and conflicting with ModTools, but rather than go through my list of mods trying to figure out which one it was, I felt it was easier to just copy over the missing assets that were expected to be on the map. I decided to load ModTools in -noWorkshop mode and not only did it not display the several lines listed below in my original post, but the command to load the last saved game into the map editor worked without issue.










Cod modtools expecting uv error