I wish CO would just pay some of these modders and put these functions in the game officially so that thumbnails and other details can be included. Most of these mods should be in the game by default. Im thinking CO just needs to open source the game a bit and let the community fix the issues.
The mods are incredible!! Those car parks, the rocks, and the surfaces are going to make such a huge difference moving forward! Can’t wait to see what you’ll be able to do with these!
these mods look wonderful. I can't imagine why this level of access isn't available in the base game. The developers need to let go of their baby and let it grow like cs1 did. Just bummed we're going to again have to depend on the modding community to see it grow. Looking forward to your next video starting a new area with all these mods! Thx for sharing
While I appreciate the extra detailing I don't think it's so ground-breaking an addition that it warrants a new city. I'd say wait, at least for now and build on to FO, along with normal play you could spend a bit of time on extra detailing here and there as you come upon it, let the city that you built inspire itself.
Now, finally that is a game which allows to use your creativity, not yet like modded CSI, but worth watching, when you play it. I think, it would worth starting over fresh.
You have single-handedly saved my faith in this game. That surface painter and how you can draw it into the shape you need is a game-changer. All we need now is a move it and a Rico, and this monstrosity might actually be playable. Nice one!
Keep Few Orleans going. Consider up til now, "Old Town" and mark it as a historical site as you progress in some way. Like a tribute of growth or something like that.
@fewcandy. Love the city. Wanted to let you know that the surfaces that are in your surface extension packs are not in the game there are a select few that are the vanilla surfaces but all the rest are completely custom surfaces. We have a huge 3.0 release coming soon which is going to add another big feature. Talk to Sully or me if you wanna know more I can give you early access.
Love the video. Tip: You didn't need to create a big pavement surface to hide the grass strip at around 30:00, you can just have the same surface selected to extend out the nodes of the surface of the assets rather than paint a new one. Any existing surfaces are editable. You also don't need to use the special bulldozer mod to remove them, you can right click the nodes of a surface to remove them, if you delete all but one node the surface is removed.
I’m glad to hear you enjoying the new game now. The mechanic for surfaces is awesome and you can see what a benefit it will be when the game develops. I really hope they add in a mechanic to change surfaces with the seasons. Wheat fields that cycle through green, yellow and then cut and finally ploughed would be fantastic.
Now I can see it, the potential of CS2. It still has major problems and a really long way to go before it can surpass CS1. But especially detailing gives it so much more character. I definitely would enjoy a fresh start and a new approach. But either way, modding was the best thing you could do And it definitely revived my interest in CS2. Hope you're having more fun with it, too. It certainly feels that way.
That path along the river looked so lovely! Actually it all did. That fountain plaza fitting in that odd space was surprisingly satisfying. Looking forward to seeing what you do next!
The fact the dev tool function was not implemented into the base game, is baffling. Like, why not? Everything to alter the simulation, detailing assets etc. What was COs intention by keeping this a secret when they knew people wanted detailing assets? And the fact that modders have gone against CO entirely and have uploaded their mods to a 3rd party mod manager before their implementation to the game basically tells everybody what a monumental cock up this whole thing has been...
Construction site props built into the game, now that's an amazing outlook for vanilla CS2 IMO. I'm happy to see you extend Few Orleans with mods from this point on, rather than starting fresh. I imagine there's quite a bit to learn with them still. Great intro episode though, almost makes me want to go back to CS2 for a bit.
This episode gives me so much joy, and I could not agree with the title more! This is what we always wanted, it's so nice to see you detailing again and even though some props are lacking (I'm looking at you large rocks) some are really nice, I love those piles! My eyes lit up with the potential industrial detailing you could do now, it is your bread and butter afterall. If it were me I would be tempted to start a new city and have a fresh start with the new tools but it would also be quite satisfying to see this city get some love, but eventually a modded from the start city would be awesome!
So good to see you back to being able to detail again FewC. It doesn't feel like one of your videos without the insane level of detailing that we all know and love. I have a theory about why Paradox didn't allow everyone access to the various props etc straight out of the gate. I think they were planning to use Paradox Mods so they had much more control over content than is possible with the steam workshop. I genuinely think they were planning to make paid asset packs available later as a good old cash grab that was in addition to all the DLC they're planning to bring out that covers stuff that should have been in the original game. Trouble was, the game was so unfinished that they've spent their entire time on bug fixes and not had any time to develop the Paradox mods so the amazing mod community stepped in and circumvented all their plans. They should have just stuck with the steam workshop and not been so greedy.
You can keep Few Orleans going vanilla with a small group of mods to help make the game easier for you, and start another city fully moded, maybe Candeville like Mandeville which is the city on the other side of New Orleans? Whatever you decide keep that beautiful content coming ❤😊
Loved this! I think an ep or two to "finish" Few Orleans - and to give you a couple more weeks to get even more familiar with the mods - then a new map would be awesome.
Such an amazing episode. I could feel your happiness through the screen with being able to detail a lot more. Now if CO could just go ahead and realease some crestor packs...
Just a few tips as I have been using the invisible roads for some time: Don't snap the parking one directly into a normal road, if you go watch, you can see the cars doing all weird things to enter that parking lot now. Start them a bit far from the road, if the green lines connect to the road, cars will be able to enter Also, use the invisible ped path around the lot when you DON'T want the invisible road to connect to another road close by, as they connect fairly far away from them.
The sad thing is every mod on this video basically highlights how CO have failed to make their own game fun to begin with. Sure, you could argue that’s the case with any game mods. But seriously the mods for CS2 seem to genuinely be what makes the game actually fun to play. A shame to use them you have to go to more unsafe methods because Paradox got greedy
I knew FewC would be happy once she got her paws on this mod! I think you should continue the current Few Orleans and then just make some new areas some episodes and detail/reconstruct old areas in other episodes. That's how real cities work and change over time, and it'll be interesting to see your city change as the game itself improve!
I really like the look if your city, it loojs very nice. The modders who managed to make such great tools in spite of CO and PDX are heros and brilliant.
I'm so glad to see you detailing again (probably not as glad as you are to be able to). Maybe your plaza in front of to hotel could do with some invisible pedestrian paths. (...?) Love you stuff
Oh wow… I haven’t played SC since 4. Started way back in the SNES days. Modded the hell out of 4. NAM!! 🙂 Your vids are a pleasure to watch, even though it’s limited due to the game itself, your attention to detail is super cool. Thanks for making these 🙂
Few, in the Options menu, you can choose Find It Setting to Move it above rather than to hide it when not in use, you can also override the default menu
Functional props would be perfect, especially if they ever do a Parklife type DLC. . I loved how you could create 1x1 cell parklets that could snap to pedestrian paths with the PL DLC in C:S1, so cims could actually use bench/etc. props along your path networks.
Lovely to have you joining the world of CS2 modded FC! Just a warning about the invisible roads (all varieties) though: do NOT link them directly to "normal" roads as it causes really funky manoeuvring (you may already have noticed). You need to draw them so that the "legs" extend to the road you're attaching to and then you'll get lovely sweet behaviour. You can use the replacer to nudge the invisible roads to the correct distance if you've dropped short, but I'm not sure if you can retract already linked in ones... The wonky fence is due to terraforming after placing them: it's actually how you get props to conform to terrain! Set them floating and then just feather a change to the terrain and blap!
100% I'm going to add the RICO mod next time round as this essentially has this functionality as you plop all the growables as signature buildings, very cool!
You can change the Find Stuff options from Hide Window to Override Vanilla Window and it will leave the search window open until you specifically close it.
It's so nice to see you do your magic in cs2 like you did in cs1 :) This is one of the first moments that cs2 actually feels like a continuation of cs1!! Also, what about the land value mod..I'm thinking New Few Orleans like michaelw said...
Been watching not commenting. But the construction corner lot you created at around 39:20 area of the timeline is so spectacular. Big fan 🏆 of your work 🎉
I'll have to rewatch the ep, just reading all the comments. It already looks so much better, including trash piles 😂 Do we know if mods are coming to consoles? I think i heard they are not. That would be such a shame if they dont. That said some of these mods could also just be added to the base game. In the meantime, I'm starting a historic industrial CS1 american build and having a blast.
Unfortunately the mods aren’t coming to console as console won’t support code changing mods, however console will have access to all the custom assets on the workshop so that in itself is at least a starting point! I hope one day they bring some of these mods into the main game so that console players can play like this too!
Starting a new map is certainly worth considering, but maybe it would be better to first do another one or two episodes on this map, just go get a better feel for the tools and for what is possible, and maybe to allow some more mods to surface. I think what these early mods are already capable of does show that the CS2 engine has better foundations than CS1. I'm especially thinking of the networks and the surfaces. Just a pity that it was published unfinished.
You can make invisible pedestrian paths as well. So you can make people able to walk wherever you want like across self created squares, self created markets or self created parks and fields/beaches etc. It works the same as the invisible paths for cars.
Like many others, I have been waiting for CS2 developers to get their 'sh*t' together before I give them any of my hard-earned money. What is your opinion on the risk of all of these great mods being 'crippled' when they introduce their new modding system? Enjoy your videos since I discovered your channel! Take care.
Thanks! The mod makers are pros at what they do and for all the main large mods I would expect they'd transition them pretty quickly so I think (obviously can't say for 100% certainty!) that the transition would be relatively easy. Custom maps are a different thing though if they are built on a beta engine, so there's a high chance they may break
It the mods and assets that I'm waiting for before buying this. For me - there was/is just too much missing from CS2 to make it a game I want to play. Plus want to wait and see what happens with all the simulation engine problems. Its a game I will buy - but not yet. still too early for me. Once the modding side builds up, then I'll be more interested. As always - Love your videos. :)
I think a new modded city would be great. Even with mods I struggle to make low density look good so want to see what you can do. I can then shamelessly steal your ideas.
The Detail Queen is back! 🥰 I hate to admit that I stopped watching most CS2 content...specifically due to it's bland, boring and buggy nature. Coupled with the fact that the game just felt so *unfinished* to me. I don't want to get into a huge tirade over my thoughts/feelings, but I was definitely sad and annoyed at CO/Paradox for how they've handled the release. Its a shame we have to rely on so many mods, buutt... I am so glad to see this game in a new light! This really *is* what I hoped CS2 would be! AND, those custom parking lots!! A dream. Lol.
1st i really enjoy watching your videos on CS1 you are very detailed and it make for a more realistic look, between you and City Planner play you 2 are my fav. if i was to try my hand at CS1 what mods would you say is essential for a beginner that knows nothing about doing this except what he has watched other do?
Thank you! On CS1, definitely Line Tool, Find It, Network Anarchy, Surface Painter, Extra Landscaping Tools and Move it will get you a long way and are a good foundation to start with until you get a firmer grip on the game
@@fewcandythanks and keep up the great work some ideas for new builds., ski slopes in mountains, kayaking or tubing down river, hiking trails in the mountains, fishing pier, fire watch towers for wooded area, flea markets, drive in movie theaters are a few
My head watching this: aw this looks fun. Maybe I should finally buy the game. My broken gamer-heart: they screwed their fans over. You said you won't buy the game. Don't you dare buy it now.
It's probably best to keep the city going but perhaps bulldoze/regenerate some of those areas later? Otherwise it's going to bug the hell out of you lol.
Nice video liike always!!! I think you can continue with this game but just starting new cities with mods, so at the end of that game you can compare how ur cities are with mods and without them. maybe you can feel it like u are mixing too much in one game, but it can be funny to compare in the same game no modded cities with modded cities.
After the devs saw what the modding community could do with Skylines 1, why haven't they already reached out to the modding community for help with Skylines 2, moreso after seeing what the modders have already "fixed" for them, unlock the entire currently playable tiles for one, "we will not set limits in Skylines 2, the only limits will be the power of your PC" then fail to unlock every tile without a mod...
Here I did join the premiere for a few seconds, before deciding to take a walk before it got too late, but in those seconds, it seems I got a membership.
With this you present a CS2 that starts to develop as a simulation game. Just what most of us hoped when they released it last fall. Have you been i contact with Paradox and/or Collosal Order to get this or can anyone of us get MOD's to SC2? Is there a Workshop incomming as well? Thank you!
No contact with paradox no, there is a well known mod manager called Thunderstore which is what most people are using at the moment, myself included in this vid, it’s like steam workshop but actually better in my opinion! Paradox are due to release a mod manager specifically for cities but they’ve taken so long about it the community has grown impatient and resorted to using thunderstore. Obviously, as with any mods including using steam workshop, there is an element of risk, so make sure you are only downloading mods from well known reputable sources, all the mods I showed at the start here are fine!
Any game that needs mods to play isn't a complete game. CO is infamous for releasing near broken games. So far in Cities 2: No terrain lines on release. High school takes 2 days for sims to complete. Public transport has zero impact on traffic or the simulation in general. The Economy is non-functional and doesn't seem to impact the simulation. There is no detailing options other then trees and bushes. I haven't played the game and I am aware of this list of issues. None of these problems should exist in an established game franchise's sequel. But they do and will continue until modders fix all of CO's problems for them.
I think it should start fresh tbh, with a new custom map too.
I totally agree, start fresh on a new non vanilla map. There are some good maps on the thunderstore already!
It’s a joy to watch you detail again and now using mods 🤩 and to see you enjoying the game, it all looked amazing 🙌
Thank you Sully! Your videos have been so inspiring, thank you!
I wish CO would just pay some of these modders and put these functions in the game officially so that thumbnails and other details can be included.
Most of these mods should be in the game by default. Im thinking CO just needs to open source the game a bit and let the community fix the issues.
and reimbourse people, if it becomes the job of the community to fix the game.
I think the reson why is that they might bring new bugs, so they have to test it.
@tobbakken2911 there's ways to run tests before committing code to a project.
The mods are incredible!! Those car parks, the rocks, and the surfaces are going to make such a huge difference moving forward! Can’t wait to see what you’ll be able to do with these!
Thanks David! Really excited to keep learning the possibilities myself!
these mods look wonderful. I can't imagine why this level of access isn't available in the base game. The developers need to let go of their baby and let it grow like cs1 did. Just bummed we're going to again have to depend on the modding community to see it grow. Looking forward to your next video starting a new area with all these mods! Thx for sharing
Finally!!!! Now I can start appreciating CSII !Thanks FewCandy, I am so happy to see you back to your full glory!
While I appreciate the extra detailing I don't think it's so ground-breaking an addition that it warrants a new city. I'd say wait, at least for now and build on to FO, along with normal play you could spend a bit of time on extra detailing here and there as you come upon it, let the city that you built inspire itself.
Now, finally that is a game which allows to use your creativity, not yet like modded CSI, but worth watching, when you play it. I think, it would worth starting over fresh.
Thank you! It will take a while for it to match modded CS1, but I have faith we'll get there eventually!
You have single-handedly saved my faith in this game. That surface painter and how you can draw it into the shape you need is a game-changer. All we need now is a move it and a Rico, and this monstrosity might actually be playable. Nice one!
Keep Few Orleans going. Consider up til now, "Old Town" and mark it as a historical site as you progress in some way. Like a tribute of growth or something like that.
@fewcandy. Love the city. Wanted to let you know that the surfaces that are in your surface extension packs are not in the game there are a select few that are the vanilla surfaces but all the rest are completely custom surfaces. We have a huge 3.0 release coming soon which is going to add another big feature. Talk to Sully or me if you wanna know more I can give you early access.
Love the video. Tip: You didn't need to create a big pavement surface to hide the grass strip at around 30:00, you can just have the same surface selected to extend out the nodes of the surface of the assets rather than paint a new one. Any existing surfaces are editable. You also don't need to use the special bulldozer mod to remove them, you can right click the nodes of a surface to remove them, if you delete all but one node the surface is removed.
Yes discovered this later, great tip, thank you!
Keep Few Orleans going.
I’m glad to hear you enjoying the new game now. The mechanic for surfaces is awesome and you can see what a benefit it will be when the game develops. I really hope they add in a mechanic to change surfaces with the seasons. Wheat fields that cycle through green, yellow and then cut and finally ploughed would be fantastic.
Now I can see it, the potential of CS2. It still has major problems and a really long way to go before it can surpass CS1. But especially detailing gives it so much more character. I definitely would enjoy a fresh start and a new approach.
But either way, modding was the best thing you could do And it definitely revived my interest in CS2.
Hope you're having more fun with it, too. It certainly feels that way.
Thank you and definitely having a lot more fun with it, the potential really is there! Glad the mods have managed to renew your interest 😄
Modding opens it completely up and with mods I think the game is better than CS1 (but still lacks assets in comparison).
That path along the river looked so lovely! Actually it all did. That fountain plaza fitting in that odd space was surprisingly satisfying. Looking forward to seeing what you do next!
The fact the dev tool function was not implemented into the base game, is baffling. Like, why not? Everything to alter the simulation, detailing assets etc. What was COs intention by keeping this a secret when they knew people wanted detailing assets? And the fact that modders have gone against CO entirely and have uploaded their mods to a 3rd party mod manager before their implementation to the game basically tells everybody what a monumental cock up this whole thing has been...
Construction site props built into the game, now that's an amazing outlook for vanilla CS2 IMO. I'm happy to see you extend Few Orleans with mods from this point on, rather than starting fresh. I imagine there's quite a bit to learn with them still. Great intro episode though, almost makes me want to go back to CS2 for a bit.
This episode gives me so much joy, and I could not agree with the title more! This is what we always wanted, it's so nice to see you detailing again and even though some props are lacking (I'm looking at you large rocks) some are really nice, I love those piles! My eyes lit up with the potential industrial detailing you could do now, it is your bread and butter afterall. If it were me I would be tempted to start a new city and have a fresh start with the new tools but it would also be quite satisfying to see this city get some love, but eventually a modded from the start city would be awesome!
So good to see you back to being able to detail again FewC. It doesn't feel like one of your videos without the insane level of detailing that we all know and love. I have a theory about why Paradox didn't allow everyone access to the various props etc straight out of the gate. I think they were planning to use Paradox Mods so they had much more control over content than is possible with the steam workshop. I genuinely think they were planning to make paid asset packs available later as a good old cash grab that was in addition to all the DLC they're planning to bring out that covers stuff that should have been in the original game. Trouble was, the game was so unfinished that they've spent their entire time on bug fixes and not had any time to develop the Paradox mods so the amazing mod community stepped in and circumvented all their plans. They should have just stuck with the steam workshop and not been so greedy.
Thank you! ❤
You can keep Few Orleans going vanilla with a small group of mods to help make the game easier for you, and start another city fully moded, maybe Candeville like Mandeville which is the city on the other side of New Orleans?
Whatever you decide keep that beautiful content coming ❤😊
Lovely work. I feel you will always be fixing previous problems with this city. Better to start from scratch imho
Sooo much better with mods! Thank God! Looking forward to seeing how you use the mods and detail in the next episodes! 🎉
Wonderful video as always Few! It's amazing to see how much mods change the game.
Thanks Katie!
Loved this! I think an ep or two to "finish" Few Orleans - and to give you a couple more weeks to get even more familiar with the mods - then a new map would be awesome.
Awesome Sauce. I'm so happy for you FC to be able to at least play with some detailing. :)
Such an amazing episode. I could feel your happiness through the screen with being able to detail a lot more.
Now if CO could just go ahead and realease some crestor packs...
That ambulance is very futuristic. It can float over obstacles with its anti-gravity device... 😂
😅
Just a few tips as I have been using the invisible roads for some time:
Don't snap the parking one directly into a normal road, if you go watch, you can see the cars doing all weird things to enter that parking lot now. Start them a bit far from the road, if the green lines connect to the road, cars will be able to enter
Also, use the invisible ped path around the lot when you DON'T want the invisible road to connect to another road close by, as they connect fairly far away from them.
Thank you!
The sad thing is every mod on this video basically highlights how CO have failed to make their own game fun to begin with.
Sure, you could argue that’s the case with any game mods. But seriously the mods for CS2 seem to genuinely be what makes the game actually fun to play. A shame to use them you have to go to more unsafe methods because Paradox got greedy
I think a fresh start could be really nice but ultimately I'm happy with whatever you choose to do
The name is so good, would hate to waste it but seeing you have a new spark for the game, makes me want a fresh modded series to start!
The mods make the videos more fun to watch (though I STILL love, by far, watching your CS1 builds)! Yes to a new build :)
I knew FewC would be happy once she got her paws on this mod!
I think you should continue the current Few Orleans and then just make some new areas some episodes and detail/reconstruct old areas in other episodes. That's how real cities work and change over time, and it'll be interesting to see your city change as the game itself improve!
I really like the look if your city, it loojs very nice. The modders who managed to make such great tools in spite of CO and PDX are heros and brilliant.
17:21 so nice to see the park area come together. Really simple but very effective.
I'm so glad to see you detailing again (probably not as glad as you are to be able to). Maybe your plaza in front of to hotel could do with some invisible pedestrian paths. (...?) Love you stuff
Oh wow… I haven’t played SC since 4. Started way back in the SNES days. Modded the hell out of 4. NAM!! 🙂
Your vids are a pleasure to watch, even though it’s limited due to the game itself, your attention to detail is super cool. Thanks for making these 🙂
So pleased to see you enjoying the mods in Cities 2.
Few, in the Options menu, you can choose Find It Setting to Move it above rather than to hide it when not in use, you can also override the default menu
ohmigosh, even for what you did, you were so giddy! Can't wait to see what you do as you get to know what's available!
Functional props would be perfect, especially if they ever do a Parklife type DLC. . I loved how you could create 1x1 cell parklets that could snap to pedestrian paths with the PL DLC in C:S1, so cims could actually use bench/etc. props along your path networks.
Im fine with a new start with mods, LOVE it!
Lovely to have you joining the world of CS2 modded FC! Just a warning about the invisible roads (all varieties) though: do NOT link them directly to "normal" roads as it causes really funky manoeuvring (you may already have noticed). You need to draw them so that the "legs" extend to the road you're attaching to and then you'll get lovely sweet behaviour. You can use the replacer to nudge the invisible roads to the correct distance if you've dropped short, but I'm not sure if you can retract already linked in ones...
The wonky fence is due to terraforming after placing them: it's actually how you get props to conform to terrain! Set them floating and then just feather a change to the terrain and blap!
Thank you!
Nice. this type of game really suites you. love to see it
What a relief! Enjoyed watching.
Thank heavens, it is fun to watch CS2 videos (not that you haven't done a great job FC!) with all the detailing back.
Definitely need a historical building option like we had in cs1 to prevent buildings changing
100% I'm going to add the RICO mod next time round as this essentially has this functionality as you plop all the growables as signature buildings, very cool!
You can change the Find Stuff options from Hide Window to Override Vanilla Window and it will leave the search window open until you specifically close it.
It's so nice to see you do your magic in cs2 like you did in cs1 :) This is one of the first moments that cs2 actually feels like a continuation of cs1!! Also, what about the land value mod..I'm thinking New Few Orleans like michaelw said...
Been watching not commenting. But the construction corner lot you created at around 39:20 area of the timeline is so spectacular. Big fan 🏆 of your work 🎉
Thank you!! Appreciate the comment! 😄
I'll have to rewatch the ep, just reading all the comments. It already looks so much better, including trash piles 😂
Do we know if mods are coming to consoles? I think i heard they are not. That would be such a shame if they dont. That said some of these mods could also just be added to the base game.
In the meantime, I'm starting a historic industrial CS1 american build and having a blast.
Unfortunately the mods aren’t coming to console as console won’t support code changing mods, however console will have access to all the custom assets on the workshop so that in itself is at least a starting point! I hope one day they bring some of these mods into the main game so that console players can play like this too!
It's a small thing, but making things favorite in the find it mod is genius
Enjoyed the build! Could start a new town thats modded within FewOrleans
That's a good idea!
Starting a new map is certainly worth considering, but maybe it would be better to first do another one or two episodes on this map, just go get a better feel for the tools and for what is possible, and maybe to allow some more mods to surface.
I think what these early mods are already capable of does show that the CS2 engine has better foundations than CS1. I'm especially thinking of the networks and the surfaces. Just a pity that it was published unfinished.
Totally agree! The foundations are absolutely there, so I have hope it will one day become the game we all wanted!
Congrats on 30K FewCandys ❤❤❤❤ so please watching this and seeing what you can do
Thank you Clare! ❤
thanks for the run through of some great mods
love it! now a tool to fix the zoning squares...
You can make invisible pedestrian paths as well. So you can make people able to walk wherever you want like across self created squares, self created markets or self created parks and fields/beaches etc. It works the same as the invisible paths for cars.
Yes I hadn't clocked these so will definitely be adding some in, thank you!
Just started the game now im addicted to your vids I'm learning alot from your videos
Thank you!
I would simply continue with the city as is, the small imperfections adds to the look of an evolving city.
Congrats on 30k 🎉
Thank you!
Like many others, I have been waiting for CS2 developers to get their 'sh*t' together before I give them any of my hard-earned money. What is your opinion on the risk of all of these great mods being 'crippled' when they introduce their new modding system? Enjoy your videos since I discovered your channel! Take care.
Thanks! The mod makers are pros at what they do and for all the main large mods I would expect they'd transition them pretty quickly so I think (obviously can't say for 100% certainty!) that the transition would be relatively easy. Custom maps are a different thing though if they are built on a beta engine, so there's a high chance they may break
It the mods and assets that I'm waiting for before buying this. For me - there was/is just too much missing from CS2 to make it a game I want to play. Plus want to wait and see what happens with all the simulation engine problems.
Its a game I will buy - but not yet. still too early for me. Once the modding side builds up, then I'll be more interested.
As always - Love your videos. :)
I think a new modded city would be great. Even with mods I struggle to make low density look good so want to see what you can do. I can then shamelessly steal your ideas.
The Detail Queen is back! 🥰
I hate to admit that I stopped watching most CS2 content...specifically due to it's bland, boring and buggy nature. Coupled with the fact that the game just felt so *unfinished* to me. I don't want to get into a huge tirade over my thoughts/feelings, but I was definitely sad and annoyed at CO/Paradox for how they've handled the release.
Its a shame we have to rely on so many mods, buutt... I am so glad to see this game in a new light!
This really *is* what I hoped CS2 would be!
AND, those custom parking lots!! A dream. Lol.
Well, that was just incredible.
Aww thank you!!
1st i really enjoy watching your videos on CS1 you are very detailed and it make for a more realistic look, between you and City Planner play you 2 are my fav. if i was to try my hand at CS1 what mods would you say is essential for a beginner that knows nothing about doing this except what he has watched other do?
Thank you! On CS1, definitely Line Tool, Find It, Network Anarchy, Surface Painter, Extra Landscaping Tools and Move it will get you a long way and are a good foundation to start with until you get a firmer grip on the game
@@fewcandythanks and keep up the great work some ideas for new builds., ski slopes in mountains, kayaking or tubing down river, hiking trails in the mountains, fishing pier, fire watch towers for wooded area, flea markets, drive in movie theaters are a few
Rejoice rejoice, the day of mods has come!
For real, if they just enabled steam workshop for this game it would be saved..
My head watching this: aw this looks fun. Maybe I should finally buy the game. My broken gamer-heart: they screwed their fans over. You said you won't buy the game. Don't you dare buy it now.
Listening to u ... i think i can hear "start fresh" in your voice 😂❤
My five cents, keep Few Orleans going, expand the city out and then maybe start a new city once the mods improve
I don't mind if you want to start over with a new city. With your skills, that may be the right thing to do :).
Hopefully Move It will be here soon!
It's probably best to keep the city going but perhaps bulldoze/regenerate some of those areas later? Otherwise it's going to bug the hell out of you lol.
Nice video liike always!!! I think you can continue with this game but just starting new cities with mods, so at the end of that game you can compare how ur cities are with mods and without them. maybe you can feel it like u are mixing too much in one game, but it can be funny to compare in the same game no modded cities with modded cities.
Lovely idea, thank you!
If you search Boulder, you can find large rocks!
After the devs saw what the modding community could do with Skylines 1, why haven't they already reached out to the modding community for help with Skylines 2, moreso after seeing what the modders have already "fixed" for them, unlock the entire currently playable tiles for one, "we will not set limits in Skylines 2, the only limits will be the power of your PC" then fail to unlock every tile without a mod...
Your creativity is awesome. The game, not not so.
You seem to be one of the "Few" creators who are enjoying the game. 😏 As long as you like your city, keep playing it...
Here I did join the premiere for a few seconds, before deciding to take a walk before it got too late, but in those seconds, it seems I got a membership.
🙌
And now done with the whole episode. It looks greater now that you finally have gotten more tools to help detailing the city
@@sharpless Thank you! Yes such an improvement!
With this you present a CS2 that starts to develop as a simulation game. Just what most of us hoped when they released it last fall. Have you been i contact with Paradox and/or Collosal Order to get this or can anyone of us get MOD's to SC2? Is there a Workshop incomming as well?
Thank you!
No contact with paradox no, there is a well known mod manager called Thunderstore which is what most people are using at the moment, myself included in this vid, it’s like steam workshop but actually better in my opinion! Paradox are due to release a mod manager specifically for cities but they’ve taken so long about it the community has grown impatient and resorted to using thunderstore. Obviously, as with any mods including using steam workshop, there is an element of risk, so make sure you are only downloading mods from well known reputable sources, all the mods I showed at the start here are fine!
I vote to start a new city but also still continue Few Orleans
Any game that needs mods to play isn't a complete game. CO is infamous for releasing near broken games. So far in Cities 2: No terrain lines on release. High school takes 2 days for sims to complete. Public transport has zero impact on traffic or the simulation in general. The Economy is non-functional and doesn't seem to impact the simulation. There is no detailing options other then trees and bushes. I haven't played the game and I am aware of this list of issues. None of these problems should exist in an established game franchise's sequel. But they do and will continue until modders fix all of CO's problems for them.
Looks great kinda bummed this isn’t Fewnilla County 😢
Bravo Few❤
Fresh city
Wait...mods aren't available for Cities Skylines II yet. And when they DO come out, they won't be offered through Steam. I'm confused.
Are there flowers and flower beds in any mods...would ads such nice vibes?
It would! But sadly not, hopefully we’ll get some in future updates or when we can get assets in!
Can't wait for official mods. The trouble of going outside for mods is what is stopping me from playing for now.
No don't restart it. Work with the spaces that are available. It feels more real.
These mods are at least a 'starting point'.
It's all fun and game until Country Road starts playing
Type boulder to get larger rocks
Version 2.0 with mods and detailing :)
Just "YAY"
❤
Super stupid question, how do you delete an invisible path or road?
You need the extra bulldozer functions mod which is part of anarchy, then it gives you the option to delete invisible networks!