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jeronij

Street Side MOD Support thread

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Hello to all, 

due to the complexity of this recently released mod, I think is a good idea to open this support  thread for it. 

Please post here any bugs or problems you may find when using it. Also post your questions regarding this mod, after reading the included readme file 2.gif

If you want to post a nice pic instead, feel free to do it !!!

OK, come on, lets start with the problems....

FROM NOW ON !!!

49.gif

If you post a request in this thread, and it is not answered by AndreasRoth or by me in 24 hours, it wont be replied. Read carefully the complete thread and/or the mod´s readme file, and you will find the answer to your question.

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Last Online: A long, long time ago... 
 

yes, actually. i was wondering: if you load a city with straight AND diagonal streets, will the straights automatically update, or will you have to redraw them? also, what if you have ShadowAssassins seasonal streets mod installed? i'm wondering, because this looks good for my French Quarter District i'm doing in Blainewood. OOPS!

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  • Original Poster
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    topcliff, simply click on the straight streets with the road tool. They wont updated automatically but you dont have to redraw them. For best updating, click on the street intersections ;-D

    Oh, and the mod has not known uncompatibilities (so far), so you can have any street mod installed, The last that the game loads, the one that will act. Probably you will see a mix with SA´s trees if he used custom IDs to create his mod. The same goes for any other street mod ( like PEG´s for example).

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    I figure I can use this thread for my upcoming street tree mod (for some pictures, check out the SFBT thread), and of course providing support as well... 2.gif

    As jeronij pointed out, you can install various street tree mods, but only the one that is loaded last will take effect. This is because all mods are changing the same set of exemplar files (the data that stores which props and textures are used and where they are positioned). For every street tile, only one exemplar file can define what should show up there - and if other mods are changing the same exemplar file (with the same ID), only one can control what shows up there.

    Actually, jeronij's mod introduces much more variety than the standard Maxis set, which allows better control what props are showing up in low, medium or high density zones and low, medium and high wealth areas. As you can see, more cars are showing up in high density zones, which is quite realistic as well.

    I'm currently developing another street tree mod that allows you to install any set of trees you like. Unfortunately, this technique doesn't work with seasonal trees, but it works fine with any (static) tree prop that is available for download. For now, some of Cycledogg's trees are included, but I can add more at any time. I might create yet another mod that supports various kinds of seasonal trees, but it will look more repetitive since I can't use prop families.

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    Last Online: A long, long time ago... 
     

    jeronij, so does this street mod work with the diagonal dirt street mod too?

    Or like Andreas just said: only the last loaded mod will work?

    Sorry for my ignorance. Just want to double confirm.. Can't actually play the game now.

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    So, as I mentioned in your upload thread before this one was created, why is it that I can see the cars, trees, lampposts, garbage cans, etc, but not the actual *sidewalks* themselves? Why are they only showing up as bare dirt, regardless of wealth? 15.gif I know of no other mods that would be interfering with this one

    EDIT:  actually, I just found Pegasus'  "Rural roadways" mod...  could that be causing the problem?

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    Yes, I did that and I was able to see the sidewalks, but not long after I had started it crashed one me 15.gif try, try again...

    Jeronij, you should make an edit in your BAT description to include the fact that Peg's rural roadway mod is an incompatibility

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    I use a lot of roads in my farmling communities and I wonder if I will have parked cars all over my farmland with this mod?

    Andreas Roth, aren't the trees just a little too dark in colour ?


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Andreas - that's pretty much what Jeronij's mod looked like before I removed Peg's rural mod.

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    Originally posted by: mrbisonm I use a lot of roads in my farmling communities and I wonder if I will have parked cars all over my farmland with this mod?

    Andreas Roth, aren't the trees just a little too dark in colour ?quote>

    I haven't tried farms but I know that with the mod that low density stuff and industrial stuff usally just has dirty sidewalks...I haven't tried farms yet...you'll also problobly get a bunch of trees..

    I love this mod...it brings a realistic look to my suburbs.only one thing I found a bit of a issue...diaginal streets don't have the custom sidewalks...they are the defult ones...

    EDIT: I just rememberd the reason why I posted here lol...there doesn't seem to be any textures for the Street culdesacs I have...just the ordinary ones..

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    I wish I found a bug with this mod and it causes crashing. I started a small town since by big cities only have roads+. I was putting down some streets watched the sims move in and the trees take there place on the street. About 15 minutes in the game crashed to desktop. I thought it was simcity acting up on me so I started the game again and in about 20 minutes it crashed to the desktop. So I took the mod out and no more crashing. I might be the first or only case but, this mod is not ready for me to use. It causes crashing. To bad this is  a good idea, but can't figure out the cause.

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    Originally posted by: mrbisonm I use a lot of roads in my farmling communities and I wonder if I will have parked cars all over my farmland with this mod?

    Andreas Roth, aren't the trees just a little too dark in colour ?quote>

     

    jeronij's mod doesn't touch street tiles in agricultural areas at all; in my version, I created an optional plugin that puts some trees next to streets that go through I-R zones, but no textures are changed, and no cars are parking there (see the SFBT thread for a screenshot). Both mods are zone and wealth specific, and they are intended to change residential in particular, as well as some commercial areas as well (this is due to how Maxis has set up the street tiles; there are some common "filler tiles" with postboxes, trashcans ect. that show up in both zone types by default).

    About the color of Cycledogg's trees in my upcoming mod: Well, that's how they look like. 2.gif If you don't like them, you can also install a DAT with another tree set, such as PEG's pines, or Cycledogg's ponderosa pines.

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    this is the third time i post a message for this problem, i already posted one at the comments for the dowload, en posted a message to jeronij. but i think i can get more information here and quicker, so

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    @natuurzoon: You only need the files with the tree props, for Cycledogg's trees these are CP_PropPack_Vol01.dat, CP_PropPack_Vol02.dat, CPT_No8_TreeModelsPartOne.dat and CPT_No9_TreeModelsPartTwo.dat. If you don't install one of the tree controllers that are included in his tree mod, the god mode trees remain untouched. I don't know how many times jeronij used Cycledogg's trees in his mod, so if you don't want to install these prop packages at all, leave them out, and delete the file "Andreas_CP_Street_Deciduous_Trees.dat" as well (otherwise you'll get brown boxes). This way, some of the street tiles won't have any or less trees most likely, but no other harm is done.

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    Last Online: A long, long time ago... 
     

    The mod is beatiful Jeronij, but as some have said you need to remove the pegs rural roads to see the sidewalks properly. It took a little jiggling about with files but I achieved the desired result 44.gif

    Take a look at the recent pics in my CJ to see just how awesome this mod is !!

    https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=77402&enterthread=y&STARTPAGE=3

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  • Original Poster
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    Hello to all, 

    OK, ok, I do have a RL so I could not come earlier. 

    First I want to specially thanks Andreas for his help with this project and with this thread. You are being really really helpfull !!! Sehr freundlich 2.gif

    Please read all his posts before asking your questions !!!

    Now, lets go with the related issues....43.gif

    As mentioned in my first reply, you can have any street related mods you want installed. Andreas explained it perfectly:

    "As jeronij pointed out, you can install various street tree mods, but only the one that is loaded last will take effect. This is because all mods are changing the same set of exemplar files (the data that stores which props and textures are used and where they are positioned). For every street tile, only one exemplar file can define what should show up there - and if other mods are changing the same exemplar file (with the same ID), only one can control what shows up there."

    About PEG´s Rural mod ( or any other mod that contains custom sidewalks), I have to say I havent used and I dont know how is it technically designed, but you can apply the same as above. The last mod that loads, the one that shows in game. You can rename the folder containing the mod to make it load before of after another one. Simply add ZZZ_ or AAA_ to the folder name to move it to the end or to the start.

    Also, this mod includes a custom sidewalk for the rural areas wich is similar to PEG´s one, and better looking than Maxis ones anyway  3.gif

    MrB, he he he, dont fear !!! as Andreas pointed, your farming areas will remain the same. No new props (yet) or textures for them in this mod.

    yfhoo, this mod works fine with both, diagonal streets mod and ANT as streets mod. This mod does not add/change any textures. Only props are added. But it does not add anything to the diagonal sections. This will come in a future addon 2.gif . I have to check which tiles have to be modded,  but after this, I think it wont be a big problem to add some details to them. I will also need to re-render most of the props to make them usable in diagonal tiles. I do already have some ideas about how to avoid the "staired" sidewalks in the streets...

    Rymac91, as mentioned in the readme file, this mod does not add any texture ( like a cul de sac) and only changes the beaviour in the straight street tiles ( normally 90% of the street tiles in a city).

    About the diagonal streets not showing the sidewalks, well, it is due to the way the textures for that mod were designed. They do probably not use overlay textures, and its sidewalks are "painted" in them, so there is nothing I can make about this actually.

    dwayner, I have been testing the modd for several hours and it never crashed. I tested it with the NAM ( with all its addons) and without it. Can you test the mod alone. I mean with no other plugins at all ?¿ Specially the street related ones. Just the original game and the mod and its dependancies. If still so crashes, I am sorry, there is no much I can do 8.gif . If it does not crash, then it is a conflict with another mod you have installed. It is a matter of searching it. Once you find it, please let me know which one it is, so I can add a warning to the readme file.

    naturzoon, check your PM 2.gif

    Jacqulina, thanks for your feedback 2.gif

    OK, come on, only problems ?¿ not a single nice pic ?¿ p>

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    Posted:
    Last Online: A long, long time ago... 
     

    You wanted a nice pic jeronij, well heres two 44.gif

    And thankyou so much for your nice comment on my CJ 29.gif

    Riverbendnewtextures.jpg

    Riverbendindustrial2.jpg

    Both pics are taken from my CJ, they show just how beautiful your mod is 9.gif

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    Posted:
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    I love the idea behind the MOD especially the parked cars and stuff. I use Porkissimo's Seasonal Tree MOD for my cities Roads and Streets. I love that MOD, will there be a blending of these two street MODs? I want the parked cars and my seasonal trees. This is absolutely great work!

    thank you for all your hard work on this.

    GQ

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    no, I haven't found a bug, nor anything complicating, just wanted to say the following:

    awesome mod. the sidewalk textures look great, as far as I used it until now.

    I hope they look as great as this on $$$-high-density...

    anyway.

    wonderful mod!


    k1v7e2y.jpg

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    Originally posted by: DJGspinNhitz I love the idea behind the MOD especially the parked cars and stuff. I use Porkissimo's Seasonal Tree MOD for my cities Roads and Streets. I love that MOD, will there be a blending of these two street MODs? I want the parked cars and my seasonal trees. quote>
     

    For this, the related exemplar files would have to be changed (see my explanation above). I see that there is a certain demand for seasonal trees and parked cars, so depending on my schedule, I'll see what I can do. It may take some time, though. Similar to my approach with Cycledogg's trees, I hope I can make a mod that supports various sesonal trees, so you can use the ones you like best.

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    its amazing! is it possible to make a street mod that only includes the medium wealth texture, not the high and low wealth ones please? (I know the high wealth one is different).

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    Thanks for answering my question, Andreas and jeronij. The Mods looks fantastic in my game!

    2.gif


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    Thanks for the quick response! For now thanks to the SUM I will pick which MOD I want when I load a city. Porkissimo's Seasonal Trees look really good in the Residential areas, remind me of home, so adding them to JRJ MOD would be totally awesome (IMO). Now we just need a MOD or manager to load individual sub-folders and put lots where we want them in our menu with just a click. (I am dreaming) Thank you both for all your work, wonderful job!!!!

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    big question, I already posted this in cycledoggs forum, but I just realized that it was an older topic. since this one is fresh and active I will repost my concerns.

    I really want to use your street mod but I have a concern about the CPT_No8 and CPT_No9 files you list as dependancies. There are some new NDEX BATs on the STEX that say they use CPT_No7 as a dependancy and when I go to download that file it says to delete and remove CPT_No8 and CPT_No9. will cause your mod to no longer work properly or is CPT_No7 a replacement for those files?

    please see the dependancy list for the new NDEX bats by Equinox and let me know what you think about how the dependancies should work if I or someone else wants to use your mod and his lots together.

    thanks!

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