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Description
When loading the game, the following errors occur:
[ERROR] - [11:14:31,720] - (Modding.log) Error initializing mod ctrlC, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null (ctrlC, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) DirectoryNotFoundException: Could not find a part of the path 'C:\Users\%username%\AppData\LocalLow\Colossal Order\Cities Skylines II\.ctrlC~'. at System.IO.Enumeration.FileSystemEnumerator1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound)
at System.IO.Enumeration.FileSystemEnumerator1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerable1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable1[TResult] enumerable) at System.IO.Enumeration.FileSystemEnumerable1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerableFactory.UserDirectories (System.String directory, System.String expression, System.IO.EnumerationOptions options) at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) at System.IO.Directory.GetDirectories (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) at System.IO.Directory.GetDirectories (System.String path) at ctrlC.Systems.AssetManagement.PrefabStorageSystem.GetPrefabFolders (System.String directory) in C:\Users\%username%\source\repos\ctrlCNew\Systems\AssetManagement\PrefabStorageSystem.cs:140 at ctrlC.Systems.AssetManagement.PrefabStorageSystem.TryLoadPrefabs () in C:\Users\%username%\source\repos\ctrlCNew\Systems\AssetManagement\PrefabStorageSystem.cs:112 at ctrlC.Mod.OnLoad (Game.UpdateSystem updateSystem) in C:\Users\%username%\source\repos\ctrlCNew\Mod.cs:105 at Game.Modding.ModManager+ModInfo.OnLoad (Game.UpdateSystem updateSystem) at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem) at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem 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__DisplayClass107_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(Task1) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult() Colossal.PSI.PdxSdk.<SyncMods>d__153: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>b__7_0(Object) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() UnityEngine.UnitySynchronizationContext:ExecuteTasks()
[ERROR] - [11:14:31,720] - (Modding.log) Error initializing mod ctrlC, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null (ctrlC, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) DirectoryNotFoundException: Could not find a part of the path 'C:\Users\%username%\AppData\LocalLow\Colossal Order\Cities Skylines II\.ctrlC~'. at System.IO.Enumeration.FileSystemEnumerator1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound)
at System.IO.Enumeration.FileSystemEnumerator1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerable1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable1[TResult] enumerable) at System.IO.Enumeration.FileSystemEnumerable1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) at System.IO.Enumeration.FileSystemEnumerableFactory.UserDirectories (System.String directory, System.String expression, System.IO.EnumerationOptions options) at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) at System.IO.Directory.GetDirectories (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) at System.IO.Directory.GetDirectories (System.String path) at ctrlC.Systems.AssetManagement.PrefabStorageSystem.GetPrefabFolders (System.String directory) in C:\Users\%username%\source\repos\ctrlCNew\Systems\AssetManagement\PrefabStorageSystem.cs:140 at ctrlC.Systems.AssetManagement.PrefabStorageSystem.TryLoadPrefabs () in C:\Users\%username%\source\repos\ctrlCNew\Systems\AssetManagement\PrefabStorageSystem.cs:112 at ctrlC.Mod.OnLoad (Game.UpdateSystem updateSystem) in C:\Users\%username%\source\repos\ctrlCNew\Mod.cs:105 at Game.Modding.ModManager+ModInfo.OnLoad (Game.UpdateSystem updateSystem) at Game.Modding.ModManager+ModInfo.Load (Game.UpdateSystem updateSystem) at Game.Modding.ModManager.InitializeMods (Game.UpdateSystem 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__DisplayClass107_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(Task1) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult() Colossal.PSI.PdxSdk.<SyncMods>d__153: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>b__7_0(Object) UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() UnityEngine.UnitySynchronizationContext:ExecuteTasks()
I did not have the mod installed before that, so not mods data or settings remained and no prefabs should have to be updated.