Cities: Skylines

Cities: Skylines

Loading Screen Mod
 This topic has been pinned, so it's probably important
thale5  [developer] 23 Apr, 2016 @ 4:45am
Guide: How to use the 'Load enabled' and 'Load used' options
Example 1

X Load enabled assets Load used assets

This is the behavior of the unmodded game. You must enable/disable custom assets in Content Manager / Assets by yourself.

Example 2

Load enabled assets X Load used assets

The mod loads just the assets that are required by your savegame, nothing more. What you have enabled and disabled in Content Manager / Assets does not matter because the mod takes care of things.

I recommend this setting for viewing older cities when it is difficult to remember which custom assets are required. If you also use mods, you must manage them by yourself.

Notice the remark about custom vehicles in Example 3 below.

Example 3

X Load enabled assets X Load used assets

The mod loads what you have enabled, plus what your savegame requires.

I recommend this setting for general use, like this:
- Enable your favorite assets in Content Manager so they are always available.
- Disable all other assets in Content Manager. The mod will load them if required.

Note: vehicles are special because they come and go. Think of fire trucks as an example. When you click 'Save' in-game, the savegame mentions just those custom vehicle assets that were visible at that moment. In larger cities, this is typically less of an issue because at least one of your custom vehicles is probably running somewhere.

Anyway, I recommend to enable custom vehicle assets in Content Manager explicitly. The same applies to custom citizen assets.
Last edited by thale5; 10 Jun, 2019 @ 8:21am
< >
Showing 1-15 of 19 comments
Petersonn 23 Apr, 2016 @ 6:05am 
great..love it
gravage 30 Oct, 2016 @ 7:22am 
I love the work you've done here, INCREDIBLE! Thank you.
Just wondering ... as recommended in Example 3 "Disable all other assets in Content Manager" why do this? Might that improve performance somehow, something to do with RAM mgmt maybe? Thanks again.
thale5  [developer] 30 Oct, 2016 @ 7:57am 
@gravage You can save RAM and, more importantly, loading time by disabling the assets you are not really going to use. Your city may require some of them but the mod can figure it out and load them, as necessary.

This becomes relevant when you have several cities. The required assets are usually quite different.
シュウ 1 Dec, 2018 @ 12:02pm 
I'm sorry, but I want to rephrase it a little bit to make sure I'm using it right.
So based on the guide, the Loading Screen Mod will basically overwrite the settings in the Content Manager, which means that by enabling these two options, even if I disable something (e.g. a custom hospital) in the Content Manager, I can still see it in in-game menus and build it, and after I build it, the mod will then load it?

Because recently I have a problem that I have subscribed tons of props that are used in other maps but not used in the map I currently play, but it will be tedious if I have to manually enable/disable them when changing maps. Also, if I only enable, say a station, but disable the props it uses (since the only way to know if a prop is used in an asset is by looking into the log generated), would I still be able to select this station in-game? And will the props used still be loaded? Thank you.
Last edited by シュウ; 4 Dec, 2018 @ 1:01am
thale5  [developer] 3 Dec, 2018 @ 9:33am 
@Deadshot "Override" rather than "overwrite".

All loading happens when the game is loaded. There is no loading when something is built.

"Load used assets" means that the asset is loaded if it is used. Here, "used" means:
- for buildings: built in the city.
- for props, trees and nets: placed in the city.
- for vehicles: driving in the city.

So the above is pretty straightforward. Additionally, for props and trees:
- a prop or tree is used if it is used by some other asset (typically a building or park).

In your case, you can uncheck "load used assets" to limit the number of props loaded. Make sure all important assets (buildings) are enabled in Content Manager.
Rome 5 Dec, 2018 @ 12:54am 
@thale5 but then, assets which are disabled in the content manager, will not be ploppable, right?

I mean, if it's disabled, it won't show up on the menu. So for example, if I check "Load used assets" but UNcheck "Load enabled assets", and start a FRESH NEW map, I will have only vanilla assets to build my city. Am I right?
thale5  [developer] 7 Dec, 2018 @ 7:22am 
@Rome Right. With a fresh map, "Load used" triggers nothing because nothing is used at that point.
thale5  [developer] 20 Jan, 2020 @ 8:42am 
@_Sins Of A Gaymer_

1. Correct.
2. Correct. But you can move to step 3 quite early if you have enabled all "must have" assets in Content Manager.
3. Correct. You can leave most assets enabled in Content Manager if you have them enabled now and you know you want to use most of them. But it makes sense to disable props because those are really difficult to manage manually: "Do I need this prop somewhere or not?" It is just convenient to leave that kind of dependency tracking to the mod, and save some RAM.
Last edited by thale5; 20 Jan, 2020 @ 8:43am
Arcturus 27 May, 2020 @ 2:06pm 
I find myself in a similar position to Sins of a Gaymer, where I have huge numbers of assets and do not know which assets I will or will not need. Difference being that I have less RAM and am unable to actually load the game with assets enabled without it crashing due to memory.

Is there a way to load as Example 2 but then enable specific assets in-game so they get added to the savefile? This would certainly be a useful option to have so that people don't have to go through potentially thousands of assets before even starting a city.
thale5  [developer] 1 Jun, 2020 @ 8:40am 
@Anqryboy No, not really. The decision about what to load must be made during the loading screen.

I guess Example 3 is the best for you, as long as you don't enable too many assets at a time.
Rome 1 Jun, 2020 @ 12:00pm 
If I disable ALL props in the content manager, but enable everything else (buildings etc.), then the following will happen:
A. I will not be missing any props from buildings I have already placed.
B. I will not be missing any props from buildings that are loaded, but have not yet been placed in the city.
C. I won't be able to place any props manually.

Are all those statements correct?
thale5  [developer] 6 Jun, 2020 @ 6:29am 
@Rome I'm assuming the default mod options are in use (in the mod options dialog).

A. Correct (the props must be on your computer, of course).
B. Correct.
C. Incorrect. The props that were loaded are available normally, there is no half-way availability.
Rome 6 Jun, 2020 @ 12:46pm 
@thale5
Okay I got it, thanks!
So if someone doesn't want to manually place props, one can just disable all props in the content manager, and buildings (even those not placed yet) will not be missing anything. Right?

This is a pretty major feature, since most people aren't detailers and don't need/want to place that many props, and they can save a lot of RAM (god knows how much RAM all my props take, numbering in the 3-4k, and 95% of them were downloaded only because other assets require them).

You know what would be cool? A "turn off all props" button in the Content Manager. It's impossible to pick them one by one when there are over 6 thousands of them.
Rome 6 Jun, 2020 @ 12:47pm 
BTW you're really great, and I highly appreciate you answering all us users
thale5  [developer] 9 Jun, 2020 @ 9:49am 
@Rome Right. Because of A and B, the necessary props are loaded for you.

There is a trick described in the 4th picture on the main tab of this page. Left-Shift + E will enable the assets you use in your city, and disable all others.
< >
Showing 1-15 of 19 comments
Per page: 1530 50