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https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/00-FAQ-and-Troubleshooting#04-city-service-buildings-only-spawn-vanilla-vehicles
However as said, if you have reset everything as per guidance below, no vehicle is disabled and all settings for any vehicle asset are defaulted to the assets designers values.
First will reset all vehicle car data to default values of the game, second will remove all vehicles in the game, so that only cars with defaults will spawn.
Unfortunately you have not told us, what you did before, so I suggest full reset of any vehicle data.
https://github.com/CityGecko/CS-AdvancedVehicleOptions/wiki/02-General-Overview
The error message comes from the game, which tries to spawn a vehicle, but not finding a proper type active. This is not related to AVO, but internal game mechanics.
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
It's annoying, it keeps popping up.
I've noticed a huge discrepancy between what mods are actually active, and what Skyve says there are. I activated AVO in Skyve, no change sadly.
I did not know about having mods locally, only assets. Should be a pretty easy fix then.
Additional to what patricoticparadox advised: you can always do is to copy the mod folder to the "local mod" folder: /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Mods
(Afterwards it should be ensured, that the item is unsubscribed and the folder deleted to avoid mods loading twice.)
If C:S starts up, it will look, if a mod is here and will load this one. Hope your issue resolves soon!
@tfbofficial - be always careful, what you want to change. Some settings may break the gameplay, as the simulation does expect a different behavior of a specific vehicle.
https://steamproxy.com/sharedfiles/filedetails/?id=1145223801