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jabber8809

Good practices

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This has always gotten the best of me, but now I am reworking my sim city files. 

Just wondering...

Is it in good practice that I place my .Dat files in my program files/plugin folders?

I am guessing this is so other files can read the same .Dats?

And my lot and .bat files in my MyDocs/Plugins?

Thanks!

-Jabbering

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If you are talking about plugin dat files, they would normally be copied to the documents plugin folder. There are some that are downloaded from the Simcity EA site that default to the program files plugin folder.

Any dat file that modifies the game or other plugins, should be loaded after anything that they modify.  The documents plugins folder loads last.

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as a general rule ZERO custom content belongs in the Prog Files/Simcity folder unless you are very specifically instructed to put it there.. This is a poor practice given the way this game works.

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  • Original Poster
  • Posted:
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    Thanks for all the replies!  I sholdn't have a problem just moving them over would I? 

    Thanks!

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    Originally posted by: SC4BOY as a general rule ZERO custom content belongs in the Prog Files/Simcity folder unless you are very specifically instructed to put it there.. This is a poor practice (?) given the way this game works.

    quote>

     

    Contrary to what you said, the Programfiles/Maxis/Simcity4/Plugin folder is the first to load when you start the game, therefor quite advisable that you should keep ALL your modfiles in this folder, such as transportation (NAM), rock and grasstextures, terrain and terraforming mods, flora,train, water textures, rain, snow, bridge, etc mods and others.

    This will also help you find things faster when you're looking for something specific.

    Keep only the LOT/Prop/Texture files (incl the .datfiles for lots- anything you can build, grow or plop) in your MyDocuments/Simcity4/Plugin folder.

    I have tried some experiments a year ago or so with both the plugin folder filled in either way and came to the results that the game loaded faster and better as described above. Also some crashes caused by some modfiles were eliminated when loading the game, besides those that don't work together at all.

    2.gif mrb


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    Originally posted by: mrbisonm
    Originally posted by: SC4BOY as a general rule ZERO custom content belongs in the Prog Files/Simcity folder unless you are very specifically instructed to put it there.. This is a poor practice (?) given the way this game works.

    quote>

     

    Contrary to what you said, the Programfiles/Maxis/Simcity4/Plugin folder is the first to load when you start the game, quote>

     

    I made no statement to the contrary. I am fully aware of this.

    therefor quite advisable that you should keep ALL your modfiles in this folder, such as transportation (NAM), rock and grasstextures, terrain and terraforming mods, flora,train, water textures, rain, snow, bridge, etc mods and others.quote>
     

    I have never tested this, but I don't see how they are de facto related. Because one loads first and the next loads next, they both have to load before you can proceed. A doesn't have to follow B, even though it may be true for other reasons. 

    I never had a problem with slow starts, so honestly I never gave it any thought. My statements are strickly related to organization and maintenance. I never have to give any thought to my windows program file directory as, since I haven't fooled with it, there's not likely anything "wrong" with it.

    This will also help you find things faster when you're looking for something specific.quote>

    I also don't see how this follows, but whatever works for you is fine by me.. 4.gif

    I don't have the problem you have I suppose as the only thing I use that is in your list to keep in the progfiles directory is the NAM.. and it pretty much maintains itself now.

    Keep only the LOT/Prop/Texture files (incl the .datfiles for lots- anything you can build, grow or plop) in your MyDocuments/Simcity4/Plugin folder.

    I have tried some experiments a year ago or so with both the plugin folder filled in either way and came to the results that the game loaded faster and better as described above. Also some crashes caused by some modfiles were eliminated when loading the game, besides those that don't work together at all.quote>

    That's interesting as I mentioned. I'll have to give it a look sometime. If I ever get around to all those terrain, water,  grass, and etc etc,  it may become a real issue. Since I use virtually none of those items you use, its quite possible that I'll never notice the difference anyway.. at least not measurably..If you say you've tested it, I'll assume you know what you're talking about, even tho it has no logic to it to me.  I confess to being a Doubting Thomas (not to your truthfullness, but to your methodology) Worth taking a look at tho just for curiousity. 

    Obviously you'be had some real problems with loading in order for you to go to that much trouble.

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    The other thing to keep in mind is if you have multiple users on the same computer (i.e. Windows XP for example); any custom content contained in MyDocuments/Plugins will only be available for the current user account on the computer. Custom content in the Installation directory of the game will be available for any/all user accounts of the computer.

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    Originally posted by: Tropod The other thing to keep in mind is if you have multiple users on the same computer (i.e. Windows XP for example); any custom content contained in MyDocuments/Plugins will only be available for the current user account on the computer. Custom content in the Installation directory of the game will be available for any/all user accounts of the computer.

    quote>

     

    Quite true.. and as it should be IMO.. Lets say myself and my children all use the same computer.. There are a WHOLE LOT OF REASONS that I would NOT want my mods to be in the folder accessed by my kids. And reasons why they would not want their's in mine.. I may want a wide array of mods (or they may) while the other may have a COMPLETELY different attitude about the game.. 

    This is to me a reason NOT to put mods in the prog file directory personally. Don't know about your situation, but I just as soon know exactly what mods are in or not in and change them as I wish.. not be constantly wondering what is or isn't there.. or what got screwed up by someone else.

    But I suppose everyone has their own druthers.. 4.gif

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    Personally I only put my buildings as props Vol 1 and 2 files and the Maxis landmarks in my Programs/Plugins folder, as well as a couple of custom mods like the extra terrain tools and chart mods. Almost everything else I put in the MyDocuments/Plugins folder.

    .dat files are no different to any other sc4 container file (eg .sc4lot, .sc4desc). The main thing is whether they should be available globally and whether they should load last. If there are two files modifying the same thing, then the file that loads last will be the one the game uses. So since the global plugins folder loads first then if there is an overiding file in the local plugins folder then the one in the global plugins folder will be overridden. Which may or may not be the desired effect.

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    Welp.. of course all you "pro's" are talking way beyond anything i'd likely be using.. the "pretty mods" are not of much interest to me, but its a good topic for everyone to look at and weigh the pro's and con's.

    I'm curious as to why you'd load a "global" mod in your prog files directory, then want to over-ride it in the plugin's directory in my docs? I suppose you may be speaking of an issue I now and then come across where I do have to pay attention to the naming of folders to assure something like "menu mod lots" or MML are sure to be after the things they control. I suppose similar situations may exist at the "global"-"mydocs" level too.

    Or maybe you over ride the load in a given city tile? Sounds interesting.

    I also use something else (which to me may be the greatest thing since SC4 RH.. 4.gif ) which is the SC4 Startup Manager which lets me do a lot of "playing with the plugins" without having to put my grubby little hands on the files. This also would sway me away from the "global" sector as I assume that the SUM will not address files in the global directory.. tho I've not given it any thought to be honest.. perhaps one of you have?

    Originally posted by: jabber8809 Thanks for all the replies!  I sholdn't have a problem just moving them over would I? 

    Thanks!

    quote>

        

    Ooops.. missed that you actually asked a question there.. hehe.. 26.gif

    Yes you can just move over any files I expect unless you have a very odd case.. Be sure to only move those you have added tho. .. not ones that are part of the install and patching.. Moving one of those could easily get you more than you want to bite off.. heh.. not that you couldn't move it back.. but....

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    Originally posted by: SC4BOY

    ...

    I'm curious as to why you'd load a "global" mod in your prog files directory, then want to over-ride it in the plugin's directory in my docs? I suppose you may be speaking of an issue I now and then come across where I do have to pay attention to the naming of folders to assure something like "menu mod lots" or MML are sure to be after the things they control. I suppose similar situations may exist at the "global"-"mydocs" level too.

    quote>

    The Programs/Plugins folder is the global one. Its available to all users of the computer. The MyDocuments/Plugins is the local folder. Its available only to the logged in user. So if for example I liked certain plugins, but if I had a flatmate who liked a completely different set then we would each put our respective sets in the local (MyDocuments) folder for our username. However the buildings as props files are required by all custom content so they would go into the global folder (Programs/Plugins), since we both need them.

    I also like to use custom road textures in my cities eg a dirt road mod. These are available for download with the textures and required settings to describe what kind of roads the textures appear on. However I wanted the textures to appear on more roads, so someone kindly made  an override mod for me. I still need the textures and some settings from the original mod, but I need my new customised file to load after the original to set the road options to my preferences. (To achieve this I just make sure the override mod is in a folder that starts with zzzz which makes sure it loads last).

    Another situation is that for some of my cities I like to change the radius of effect for some of the custom civic buildings. So for this I keep the original file I downloaded, so I have all the models and lot files, but I make an override building exemplar with the same iid as the original, but my modified radius settings. Then I make sure my modified exemplar loads after the original. That way I have to do less juggling when I switch between cities that use the modified version and those that do not. I also don't have to risk modifying the original file in case I decide I don't want to use my override mod anymore.

    I just use the startup manager to make different development profiles for each city or region, where each profile loads the override mods or not as required.

    It sounds complicated but its not really.

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    I understand how SC4 and Windows work.. my curiousity is in the approaches and rationale (plus any pro's and con's .. hopefully quantified if applicable.. if there are any other than d'ruthers) I don't think it's complicated at all.. though you certainly could get urself balled up if you don't know the interactions among the various mods and etc in use

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    I think it is pretty simple.  I put only maxis originated material in my Program Files area, and everything else in the user area (Myh Documents on XP).

    The Program Files stuff apparently loads first.  But if you do a reinstall, this folder will be wiped.  So be careful if you put anything else in it.


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