CitiesSkylinesModding / CS2-AssetPacksManager

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Error message on start #6

Closed Skryl0n closed 4 months ago

Skryl0n commented 4 months ago

When does the issue appear?

At launch, when the menu appears (New Game, Load, etc.)

Have you used the Delete Mods Cache-Option in Asset Packs Manager? If not, why not?

yes

Have you deleted the C:/Users/USERNAME/AppData/LocalLow/Colossal Order/Cities Skylines II/Mods folder?

No

Have you deleted the C:/Users/USERNAME/AppData/LocalLow/Colossal Order/Cities Skylines II/CustomAssets folder?

No

What is the issue

I get this message error:

When does the issue appear?

At launch, when the menu appears (New Game, Load, etc.) and having trouble pinpointing which asset might be causing

[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 :0 at Colossal.OdinSerializer.DeserializationContext.GetExternalObject (System.String id) [0x00033] in :0 at Colossal.OdinSerializer.AnySerializer.ReadValueWeak (Colossal.OdinSerializer.IDataReader reader) [0x006df] in :0 at Colossal.OdinSerializer.ReflectionFormatter1[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.ReflectionFormatter1:DeserializeImplementation(BrandObject&, IDataReader) Colossal.OdinSerializer.BaseFormatter1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader) Colossal.OdinSerializer.ComplexTypeSerializer1:ReadValue(IDataReader) Colossal.OdinSerializer.ListFormatter1:DeserializeImplementation(List1&, IDataReader) Colossal.OdinSerializer.BaseFormatter1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter1:Colossal.OdinSerializer.IFormatter.Deserialize(IDataReader) Colossal.OdinSerializer.AnySerializer:ReadValueWeak(IDataReader) Colossal.OdinSerializer.ReflectionFormatter1:DeserializeImplementation(BuildingPrefab&, IDataReader) Colossal.OdinSerializer.BaseFormatter1:Deserialize(IDataReader) Colossal.OdinSerializer.BaseFormatter1: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(Dictionary2) (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.Task1:TrySetResult(VoidTaskResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1:SetResult(VoidTaskResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1:SetResult(Task`1) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult() Colossal.PSI.PdxSdk.d152: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>b7_0(Object) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() UnityEngine.UnitySynchronizationContext:ExecuteTasks()

kosch104 commented 4 months ago

There was an update for mixed zoning mod, please re-check, if that solved the issue.

Please also delete The Mods and CustomAssets folder like it says in the template

Skryl0n commented 4 months ago

Thanks!

The update seems to have worked. Thank you!!