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stargatefreak92

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Is it possible to mod custom assets created in the asset editor? Like manually adding a water connection in code, or allowing the asset to be placed on water.

What I'm trying to achieve is a water pump which can be placed entirely on water, like the advanced wind turbine (to drain a lake without having to move the pumps with the receding water line, or vice versa, placing a sewage outlet on the ground to create a water stream)
 

templeofdoom

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Have you tried using a hex editor for the asset and changing the value "m_placementmode" to a "water only" ploppable? 00 is defaulted to be built "on road network" where as 03 is ploppable anywhere. I believe there is a couple others that dictate "on water" or "on shoreline" etc. Google this info for the exact values for those ones and give it a go.
 

stargatefreak92

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I tried it and it works. However, is there no other easier way of editing these properties than with a hex editor? Such as manually adding the water connection after creating the asset, or editing the AI pathing (I've got a park asset with a small concrete pond where the AI simple walks through, and I don't want that). I've read that it is possible to change the AI pathing, such as with train stations, but you can't change it freely with a hex editor since the file needs to remain the same size.

I am working on modding in C# to create custom AI, but programming is not my strongest suit, then using the asset editor mods to change it. So far it largely works, except I constantly get the "Assembly not found" error in the mod tools debug window, even though it appears the AI is working as I can see my custom properties.
 

stargatefreak92

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If, and more precisely when, I get more experienced with programming, I might look into exposing properties. But I do think that I'm still quite a long way to go, especially since I also have a lot of other projects.
 

vortical

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I tried it and it works. However, is there no other easier way of editing these properties than with a hex editor? Such as manually adding the water connection after creating the asset, or editing the AI pathing (I've got a park asset with a small concrete pond where the AI simple walks through, and I don't want that). I've read that it is possible to change the AI pathing, such as with train stations, but you can't change it freely with a hex editor since the file needs to remain the same size.

I am working on modding in C# to create custom AI, but programming is not my strongest suit, then using the asset editor mods to change it. So far it largely works, except I constantly get the "Assembly not found" error in the mod tools debug window, even though it appears the AI is working as I can see my custom properties.

Actually there is. Take a look at ModTools: http://steamcommunity.com/sharedfiles/filedetails/?id=450877484 . That tool will let you edit just about any property of an asset. Word of warning though, NEVER make changes directly to the existing 'vanilla' assets. It is way too easy to break things and make the game unplayable. Instead, save your asset with a different name before you edit anything.

P.S. If that tool is overkill, take a look at some of the tools from snowcat: http://steamcommunity.com/sharedfiles/filedetails/?id=455674755 . You might be able to find something there that is more focused on what you want to do.
 

stargatefreak92

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Actually there is. Take a look at ModTools: http://steamcommunity.com/sharedfiles/filedetails/?id=450877484 . That tool will let you edit just about any property of an asset. Word of warning though, NEVER make changes directly to the existing 'vanilla' assets. It is way too easy to break things and make the game unplayable. Instead, save your asset with a different name before you edit anything.

P.S. If that tool is overkill, take a look at some of the tools from snowcat: http://steamcommunity.com/sharedfiles/filedetails/?id=455674755 . You might be able to find something there that is more focused on what you want to do.

Yes, I have (most) of snowcat's mods and ModTools. Unfortunately, ModTools itself doesn't work with the latest patch, and the version that does (made by someone else) doesn't have the "Show in Scene Explorer" options when selecting an asset in the game, so as far as I know, I can't select any asset. Also, snowcat's mods don't have the ability to add water connections, so for that it's not an option.

Nevertheless, both mods have allowed me to do a lot of things the vanilla editor can't do, but some things are still hidden away. (Yet, the "Assembly not found" error is still bugging me, pardon the pun, even though changing the AI to another mod doesn't give that error)
 

boformer

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Yes, I have (most) of snowcat's mods and ModTools. Unfortunately, ModTools itself doesn't work with the latest patch, and the version that does (made by someone else) doesn't have the "Show in Scene Explorer" options when selecting an asset in the game, so as far as I know, I can't select any asset. Also, snowcat's mods don't have the ability to add water connections, so for that it's not an option.

Nevertheless, both mods have allowed me to do a lot of things the vanilla editor can't do, but some things are still hidden away. (Yet, the "Assembly not found" error is still bugging me, pardon the pun, even though changing the AI to another mod doesn't give that error)
There are other ways to find your asset: In the asset editor, the loaded prefab can be found at "Tool Controller" > "ToolController" > m_editPrefabInfo.

Ingame, you can find a list of all vanilla assets in the "Europe/Tropical/Sunny collection".