EDIT AS OF 4/9/24 - I am aware that a number of the CS2 Modding Community's Mods have been removed from Paradox Mods. This includes one that I recommended in this video in the Honorable mentions, Extended Tooltip. If you have the mod downloaded, it will still work and you can add it to new playsets as long as it is on your system. However, these mods will show as "banned," though that is not really why they are gone from the workshop. The creators behind the mods have retired from CS2 modding, and removed the mods as a result. From my perspective, it makes the sentiment I tried to share with this video - that we need to support the modding community as best we can - all the more salient. A HUGE thank you to all of the modders that helped review this video for accuracy. If you want to support them directly, you can find their donation links here: ► Algernon - ko-fi.com/algernon ► Cgameworld - www.youtube.com/@cgameworld (provide superchat on video) ► CS2Modding Community - tinyurl.com/cities2donation (requests donation to this charity in lieu of donation) ► Mimonsi - paypal.com/paypalme/KonstantinSchwarze ► Quboid - paypal.com/paypalme/QuboidCSL1 ► ST-Apps - paypal.com/paypalme/STApps ► TDW - buymeacoffee.com/tdwsvillage ► Yengyeng - paypal.com/paypalme/YenyangsMods Links to mods are in the video description!
A number of the removed mods have been adopted by new developers and are back in the PDX mods list. These mods are published anew so you have to add them again to use them.
Hey, thx a lot for that modlist. Sadly the "Dependency Pack" and "Legacy Flavour" and a dependency mod called "Gooee" are broken since a while now... Do you recommend any similar mods? What do you use? Sadly most stuff doesnt work properly without these... :(
Real. Leave it to some modder working for free with no obligations to make a huge improvement to the system lol. PC modding is full of things like this.
It’s incredible how quickly mods have rapidly transformed the direction of the game. Admittedly, they did as much with CS1, and I think that played a part in people’s dissatisfaction with CS2 on launch - the huge difference in what is possible, but now mods are here I can see many more people picking up CS2 and enjoying it
I concur. I have been waiting for CS II to to mature - to get more bug fixes, updates etc, so that it would be closer to CS I in functionality when I switch over. This video *alone* has made me thinking "Is it the right time now...?"
@@DocNo27 beyond ridiculous? You're not referring to the people trying to salvage this broken, buggy bad game like slapping duct tape on a leaky rowboat?
Last two I still need (besides extra assets) is traffic manager for lane management and an option to turn off specific notifications floating above the city.
Yeah, TPME is probably the biggest missing mod. But it’s also one of the biggest and most complex CS1 mods so does not surprise me that it may take a while before we see it in CS2
It's good not to release so soon, I already can explore so many new thing now, by the time it release later day, then yes, I got new great mods to play then 😆
@@CityPlannerPlays I could bet that it is in progress, they have already given the basis, but I don't know why they only did it so superficially, but I think that's the smallest problem at the moment anyway :D I really hope that the mods save the game where they can't do it themselves. I want to love this game as much as C:S1 :D
I cant believe it's even necessary. That was one simple task that any team worth their salt would have got right for the sequel: make the damn traffic work
Midnight here, I need to watch tomorrow. One of my favorites is being able to control despawning. It drives me mad when public transit vehicles despawn because they were held up for 5 seconds. They should NEVER despawn.
Thanks for showing my Cim Route Highlighter mod. I just updated it to show the incoming routes of buildings you click on and routes of transit passengers, if you ever want to try it again at some point. I’m hoping to ultimately fully replicate the traffic tools from CS1, but the biggest hurdle is performance - the code doesn’t efficiently provide this data. Still, it’s definitely possible (I don’t understand why CO said it’s not - with the ability to change the vanilla code base it would be much easier), and I wish it had been included in the base game. One other modding-related difficulty I’ve had with this game is the inability to easily be notified of what changes in a mod you’ve subscribed to. There’s a little update icon that shows on the screen when it updates, but if you blink you miss it, and you have to think to check the page for the mod in PDX again manually to get any real information.
I really Love this game it has its problems but does not deserve the hate it gets. With support and mods it could become the greatest city builder ever. It has a good foundation.
Thank you so much for the breakdown of not only the mods you are using but how to use them. I was having some usability issues with move it and a few others and thankfully with your walk through I was able to learn and do it myself thank you!
I have some of the mods installed and was wary of adding other mentioned mods since there isn't much information. But after watching this video and learning how the mods complement each other, cant wait to add them and make full use.
Very Great video! Thank you for all the explanation about the mods. One other use of anarchy is the zones of special industries can be larger (and working) than the circle around the main building or even outside the city boundaries.
an hour and five minutes... this is gonna be good. I really wish I could have the ability to have the mods update without launching the game first. Plus, that back button functionality dumping you back to the top of the list is just clunky. I'm still not convinced that PDX has the potential to be as useful as the steam workshop.
@@CityPlannerPlays sort of. unless Skyve runs in the background at system startup (which I wouldn't want it to; I had a VERY negative experience with Skyve for the original CS), then it can't really just automatically update things for me. With steam workshop and the original CS, if a mod updates, I probably won't even know it because of autoupdates happening in the background. The feature parity of PDX mods with Steam workshop is just... non-existent.
@@t.635 but does it run all the time in the background so the updates just happen without me launching anything? Even if it did, I don't really trust skyve after a really bad incident with the version for the original CS, so I wouldn't *want* it running in the background. Steam workshop is just better; everything in one client, one place, one set it and forget it.
I think Skyve for CS2 is unlikely to give any issues with the mods themselves, since the mechanism for mods being integrated into the game is completely different and playsets are built in to CS2, whereas in CS1 playsets were a feature created by Skyve and the way they had to be hacked into CS caused me some headaches as well. Skyve itself still seems a little glitchy with its search and sorting functionality, but I suspect they'll be quicker to sort those things out than the in-game Paradox Mods.
Amazing content! Thank you so much for making this video. It is comprehensive and to the point. I've played CS (1) for a long time and have been thinking about getting CS 2 but many bugs were reported at the beginning and the lack of mods made it much less fun. I'm glad to learn that there are so many mods now.
Dude! this is so helpful. I am not excited to get back into the game again now that there is more flexibility in building detailed builds. Thanks so much.
One more honourable mention for me at least is the mod called Lumina, which makes the game look so much less grim and bleak, colours are nicer, can adjust saturation, brightness etc. Really great vid, superhelpful, thanks!
Skyve is a mod that adds an independent program to your PC it's a huge help because you can add and update mods without having to start the game and restart it over and over again, but also make sure to read all the materials for this mod because it does run in the background after you start your PC up but you can remove the Services for the Mod if you dont want it to run unless you start the program. It also will give you the Logs in a easy way for both the game and every single mod independently if you add them 1 at a time. Its a amazing mod that allows your use of these mods to be more independent from the game. It will also let you know if you have a mod that is game breaking installed. Try it out and make sure to read all materials about the mod for use and for what it offers and runs. Next one is the tools addon for landscaping, such a amazing tools mod, but they also have been having issues with Gooee so if you having issues with mods not showing make sure to read the comments on the page for the mods because a lot have fixed like this one were Gooee was preventing the Landscaping tools mods from showing on your UI even though the Mod was loading okay, also get to know all the folder where mods are sitting, I say this because you may need to go and find a mod after it showing in logs and learning how to read the mod number and go and find the folder and delete it is a huge help to guarantee the mod was removed but it will auto reinstall if still in you playset so if you dont want it at all remove from playset, look at the mod number which will be the folder name for some mods, find it on your pc if not there it got deleted, but if still there delete it, also some mods like Gooee sits in a main folder and it was added to my PC without me knowing so even if you have not added it check to make sure another mod did not add it for you.
Oh man the custom train stations is super cool. Now you can make small town train stations where passengers essentially just get on off at the tracks like it is in some more low density towns.
I needed this video, thank you! While it's straightforward, it's also so different from CS1 haha. I can't decide if I like this better than going through the workshop. 😅
Thanks to the Water Features mod i was able to create a flooding scenario map. The America mod also gives an extra challenge by making you pay for terraforming. The game just makes more fun with mods.
God I see so much potential and already built in tools that are just not available to regular players. I see that the whole logic of custom parking lots is already in the game, you can even draw asphalt surfaces with the dev mode, ai recognizes it and uses it. Custom parks and lots are possible too. Its just that they are not finished and integrated into the UI because they did release so early
Always out here with the top tier videos Phil. Thank you for the tremendous effort you put into every single video you put out. So glad I clicked on that Episode 1 of Clearwater County just to give another creator a go - have stuck around since then. Just immaculate content, always. ❤
The main mod I still use Thunderstore for is Traffic Lights Enhancement, and was surprised it wasn't mentioned when you said you still used Thunderstore for the Legacy Flavor mod. Traffic Lights Enhancement is a must-use for everyone. It allows you to specify which lanes can turn which way in each direction of an intersection as well as allowing right-on-red, protected left turns, or split-phasing.
Great list. I use almost all of them. I'd like to see a mod that allows you to name streets differently on each side of an intersection. Some roads/streets change names when crossing a certain boundary.
Any reason why my mods aren't coming up since the update? They are all still in my active playlist, but they arent available for use in game. Im at a loss.
I love City Skylines 1 , I am not getting City Skylines 2 due to 6 months of little or care of the love they saw for CS1. Waking up today says BOO to them.
Love your videos mate. I also love your mods, I've payed on both Magnolia and Verde Beach. Your radio stations are great as well and I was hoping I could talk you into making a parody station. Thunderstore had 4 of them but they have not been brought over. Cheers.
Thnx for the great video. CO might have had a false start with CS2, but they have improved the performance and the thing this video shows is that the basic architecture of this game is so much more flexible, that it holds potential to be a really rich game.
@@vidmasterK1 you're probably right, but that's not the point I'm trying to make. It is quite clear from what I am seeing that the open and modular architecture of various aspects of the game (UI, networks, objects) maken it very moddable and expandable. CS was a mess near the end, clearly modded and expanded to it's limits. I can see this game look fresh and cohesive in 6 years time.
Whoo! Despite the negativity, I still enjoy Cities Skylines 2. I know its rough around the edges but CO still has my support. Im glad to see content creators and modders haven't given up on CS2 yet. I truely think that CS2 will become the game we all wanted. Im a patient person and I overlook the flaws. Im grateful that I have something to play. Might not be perfect but I can still play.
Great video! Definitely going to try them out! Was trying to make a Amsterdam like city and that extended road upgrade mod is going to save a lot of time😂😅
When you use Better Bulldozer on a cim or dog, are they absolutely gone or just sent home? We have a savefile with a dog stuck at the cemetery -- we think he might have followed his person there, bc when we first noticed him, the household he was associated had one adult and one child, like the other parent had died. I would feel bad about deleting him, but if he teleports home I could take headcanon that animal control collected and returned him.
The #1 recommended mod for the Mod Manager we've waited for months and surely took a huge chunk of development time from CS2 is... a third party mod manager. I don't have to wonder why the game is in the state it's in.
Now to sit down and watch! This presentation is average. Average for you, Phil, that is, which means it's clear, detailed, and interesting. Thanks, appreciate the help. I keep wanting to stop the presentation, and open my game and try some of these things, but, nope, not gonna do it, gonna show some discipline (for a change).
Your top 5 mods **should** be a part of the base game. I love the mods... everyone does. Why won't the devs just integrate them? Didn't they learn from CS1? Thanks for the tutorial!
I would need help... the mods simply don't work at all. Except the map mods, Unified Icons Library and 18n EveryWhere. Basically nothing is working, what could i do ? I used Skyve but it tells me nothing is wrong
currently have a problem that my mods just dont show up anymore... i had them for a few startups but now they dont show up anymore in my game or in my options. they do update though when i startup my game. anyone has this same problem?
I must admit, I tried using the mods but I didn't managed to see 5% of what you have shown. This video really shows how the foundation of the game are there, and theres a ton of direction the game can improve for the next 10 years. My only concern at the moment is the managerial part of the game: when I play I feel guilty to even put an asset if I'm not billed for that. If such flexibility on props come completely for free, like landscaping and most of the things you can do, how can I get the nice managerial challenge I'm looking for?
What are the basic differences one should take into account when playing CS2 vs CS1? I have a suspicion that there are many conditions deep within the game that mean that there are much greater similarities between the dynamics of the development of a real city and the game, than was the case in CS1. If it is correct, I believe that a content series where you go through this will contribute to more people using CS2 actively. It took me over 40 hours to realize that there are fundamental differences between CS2 and CS1 even though on the surface it looks quite similar. Once I realized this and started trying to figure it out, the game became much more interesting to play.
So basically a good mod base for this game is a ways off. Was hoping for some really good QOL mods but it's just very specific changes we can do at this point
Thank God Extended Tooltips is back. Mimonsi has taken over the mod and is continuing it. But apparently Find Stuff is gone now. What's going on there?🤔
Thank you and I completely agree. It's about a million times better in both Skyve and on the website. Not sure why it is so bad within the game itself.
can't believe you made a modding tier list and didn't include Land Value Overhaul. To not see those annoying little icons anymore renewed my will to play.
I stick to Cities Skylines 1! The second one is not worth it. It's far from what CS 1 is and it's ok, but it's just not ready yet. Anyway thanks for sharing!
When you explained the line tool, how did you create that custom train station? Like how does the game know the train must stop there and people should wait there?
I am new to the Skylines II and when I go to make a road my whole map turns yellow and I am unable to see anything through this so I do not know where I am connecting to and going to. Any help would be appreciated?
Are others feeling that the game is actually improving quite well? With Mods and new Nvidia upgrade, it is starting to feel like the old game experience - look forward to an avalanche of new assets and of course continued guidance and instruction from City Planner and others.
i have been struggling to get the mods as it said there is no internet connection when i try to login to my paradox account in the game, even though my pc is connected to the wifi...anyone knows how to fix it
Hello I need help with something I saw the modding sections in the options menu and tried installing them but I’m have challenges I don’t know if I should install them or ignore them
Somebody needs to make a mode that allow all transportations to go to the edge of the map instead of ending at the building areas. It blows mind to see any vehicle disappear at the edge of the building areas instead of the end the map.