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ChaosEmerald

Removing query images

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I have no problem with BAT makers putting custom images and whatnot into their buildings queries, but when those images interfere with other mods I do have a problem! How difficult is it to remove a custom image from a BAT so that it has the same vanilla SC4 query box as all other buildings? Could somebody instruct me how to do this?

Thanks!

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Well, that's quite simple to fix. All you need is iLive's Reader.

1) Start up the reader and open the .sc4desc file of the building you want to change.*

2) Inside the reader should show a DIR file, an XML file, and an Exemplar file. The Exemplar File is the one you are interested in.

3) Click on the Exemplar File, and its properties should be displayed in the right half of the screen (if the right half remains grey, you may have to click on the "Fill the List" button first)

4) Find the property called Query exemplar GUID. You will see that it has some 8-digit hexadecimal code as value.

5) Double-click this property - a new window will pop up, where you can change the value of the Query exemplar GUID in the "Values as text field". (See following list for some important values.) Enter the desired value, then click on the "Apply" button right next to the text line. The new value should now be adopted. Click on the other "Apply" button at the bottom of the window. This will close the window.

6) The list of properties should now contain the new value. Save and exit - you are done!

Here some important queries:

Residential: 0x4A5672BF

Commercial: 0xCA56783A

Industrial: 0x2A567DC1

I hope this was helpful. If not, just write what didn't work or what piece of information you're missing.

_______________________

* If there is no .sc4desc file, it might have been merged with the .sc4lot file. In this case, open the lot file. You should find two exemplar files inside: one for the lot, one for the building. The one for the building is the only one that has the property you're looking for, so you cannot get the wrong one. 2.gif


-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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  • Original Poster
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    Thanks for the reply, I only have one problem: how do I tell which value is the query exemplar GUID? All the names in the list are 'unknown'.

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    Ok, then we need more info. Which lot are you trying to mod, anyway? And could you post a screenshot of what you see when you open the file with the Reader? 


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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  • Original Poster
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    Sure thing, here is a picture. This is just one of the lots I need to mod, once I get this figured out I should have no problem fixing the others too.

    http://img87.imageshack.us/img87/7605/readerc.jpg

    Edit: I tried opening some other buildings by different authors and they all seem to say 'unknown' in the names column.

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    Dang.

    Ok, you're apprently using a newer version of the Reader, I still have a slightly older one. Are you sure you installed everything correctly?

    Anyway, the property you are looking for has the name value 0x2A499F85 and the data type Uint32. It's pretty much in the middle. The name value is linked to the property, so it should always be the same. Only the value differs - it points to the respective Query UI window.

    In your case, the value is 0xE17F28A3. If you check the column to the left, the UI file should have an Instance ID (IID) of the same value. (You may have to pull the column a bit wider and check whether the column "Instance" is displayed - simply right-click into the header, where you can read "Entry", "Filesize" etc. and check/uncheck what you want to have displayed.)

    So after you point the Building Exemplar to the standard commercial query, you can delete the query UI window and the PNG image from the desc file.

    However, may I ask in which way the custom query interferes with other mods? I'm using madhatter106's stuff myself, and I have never experienced the slightest problems.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Posted:
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    Originally posted by: T Wrecks

    Dang.

    Ok, you're apprently using a newer version of the Reader, I still have a slightly older one. quote>

    6 years old T Wrecks 2.gif

    The new releases started about a month ago (ilive is back!)

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    The names for the properties are stored in a file called "new_properties.xml". It is distributed with the current version of SC4PIM (or PIM-X, X-Tool) by wouanagaine. I think you can also use the old "tropod_Properties.xml" that comes with the old Reader, but as mentioned above, you need to set the path to this file in the Reader's options.

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    Residential: 0x4A5672BF

    Commercial: 0xCA56783A

    Industrial: 0x2A567DC1

    Do these queries work in-game? I see the UI in the reader and it says something like: this building has been abandoned due to commute time. Do these GUIDs show the correct jobs\occupants, etc. in the game for the building I assign them to?

    Thanks

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    Posted:
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    Shew, good. Lol, I just assinged those three queries to a bunch of different buildings and its good to know that they will work!!!

    Sometimes I come across buildings without UI files that have queries that don't come from simcity1.dat. Where do these buildings get there queries from with no UI and if not from the in-game files?

    I got an unrelated question too, but I'll ask it here instead of starting a new thread. How do I remove the LUA and the reward requirments from some buildings? Can I delete the LUA file and change the occupant group of the building, or is there more work involved?

    Thanks

    Edit: Another question:  I am coming across some occupant group numbers that I have no idea what they do.  They are not defined in the sc4devotion occupant group tutorial or the camelot counters either.  The two occupant group numbers that I am dealing with now are 0xB5C00DDC and 0xB5C003A0.  They may have to do with rewards or LUA so I dont know what to do with them.

    I am not sure what these #s do and am also wondering what the in game effects are of editing and simplifing the occupant groups of a building.  For instance taking a file like the SBFT Arweiler Bahnhof 4x3 Passenger Rail Station, which has occupant groups 1003(transportation), 1300(rail), 1A04(strikable transit), 1903(taxi spawn) 1305(passenger rail)

    And changing the occupant group to just 1003, 1300?  Will the building still function if I remove thse other properties?  (I think it may change menu position and will not spawn taxis or strike)  Does the spawnable automata have any function other then visual in the game?  Also if anyone knows what 0xB5C00DC and 0xB5C003A0 means please let me know.  Thanks

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    Many custom creators make their own UIs, which either come in form of some files called "essentials" (BSC Essentials, SFBT Essentials etc.) or are embedded in the lot file, or additional DAT files that come with the lot.

    For rewards, you basically only need to change the "Conditional Building" from "true" (0x01) to "false" (0x00). This will "unlock" it and the menu icon becomes available even if the reward conditions aren't met. If you want to be thorough, delete this property, the "City Exclusion Group" property and also the LUA file with the reward script and the LTEXT files that contain the additional reward messages.

    The occupant groups that you mentioned are part of the BSC reward/tracking system (BTE), which uses additional LUA scripts to count buildings in a city, i. e. to unlock a reward, display a news ticker message, or simply display the number somewhere in a query.

    Some occupant groups provide the functionality of a building (often also combined with the menu position), and some are merely eye-candy, such as the "taxi maker" OG. There's a pretty comprehensive article about that at SC4Devotion: https://www.sc4devotion.com/forums/index.php?topic=2378.0

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    Posted:
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    Thanks Andreas for all your help!!! I am using so many SBFT buildings in my game that it really is like talking to god himself!!!

    I am just finishing up with the item orders for landmarks. I've worked on ploppables for a solid 4 months and cant decide whether I should download some growables now or just play. I have literally edited and added up to 2,000 files!!! I would like to try out all my new buildings but they might stick out with the maxis vanillas. Anyway, Thanks again for all the help4.gif

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