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mr-tom

Mod incompatibility list

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Hi,

Guessed we'd need this sooner or later.

I'm going to keep editing the first post in the thread to show the list of mods and flag those which are incompatible.

Please reply to this thread only to flag incompatibilities, not to ask how to use mods or anything else.

Cheers.

Current Globexco list:

Mods:

Light replacement mod (LRM) (mrtnrln)

Multiple road addon mod (Skimbo)

Detail level enhancer (moaku)

Two new hotels (povis123)

Big harbor as landmark (povis123)

New park (povis123)

More plazas (povis123)

New traffic map (povis123)

New airport/harbor (povis123)

Highway-to-bridge working (jeremy12)

Decorations ploppable (karaaib)

Advanced Zoning Options (Moaku)

Bridge Height Mod (Nashville Nelson)

Bulldozer Mod (Itsthemuffinman)

Cameramod (Haltendehand, Gobo77, Oliver)

Decorative interchanges (Malaya)

Extra Terraforming Options (Pharmist)

Higher VeryLow Settings (Moaku)

Highway Bridge Mod (Malaya)

Intro Video Skipper (Moaku)

Larger Plazas (Moaku)

More Bus Stops - Haltendehand)

New Farms (Malaya)

New Plazas (Gobo77, Haltendehand, Malaya, Oliver)

Report-Patch (Karel53)

Resource/Token Count Dialog (Okeanos)

Snapping Streets and Heights Fix (Nashville Nelson)

Trees Mod (Malaya)

Alternative Road Texture (StuntMonkey)

Australian 2000 Textures (Skimbo)

Austria 1970 Black Road Textures (Skimbo)

Austria 1975 RAM & TAM (Skimbo)

Euro 2000 Textures (Skimbo)

No Palm Trees on Avenue (Haltendehand)

Cheats:

Water anywhere (jeremy12)

City road link mods (jeremy12)

No air pollution (jeremy12)

Harbor anywhere (jeremy12)

Cheaper bridges (povis123)

Money Bank (kiwispanker)

Single Player Trade Mod (Okeanos)

New York: destructible blueprints (nashville nelson)

Full Sandbox for Single Player (Moaku)

Unlockers:

CXL unlocker mod v2 (GlobexCo)

CXL unlocker mod v2 hotfix (kiwispanker)

Little carpark (povis123)

Gas stations (povis123)

CarParkings (fredericgot)

Roundabouts (Oliver)

1 More Residences (Karel53)

2 England-Pack (Karel53)

3 No Air Pollution Park (Karel53)

4 CarParkings - Karel53

5 Blueprints - Karel53

6 Other Objects - Karel 53

7 New Objects - Karel 53

No incompatibilities yet reported, although I'm sure they're out there!

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Posted:
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Excellent mr-tom, is this for Jeremy12's updater tool?

As for incompatibilities, I guess it goes without saying that multiple road textures won't work (well) with other addon textures. Also, the Multiple road addon mod in the top list is the same as all of skimbo's other textures; it's just one mega list with instructions.

New maps from other sites won't work with the unlocker mod...as of now.

Also, a lot of the "new buildings" (like povis123's airport and karel53's objects) will probably cause duplicates with unlocker version 2 (especially when you click the Building Unlock cheat).

You can also add to your list the two mods from GC that i posted earlier:

Exalight's Building unlocker (includes 70-100 bldgs - not sure why there's a range though)

Link: Generation City English (translated) Patch Download

This probably will cause duplicates with unlocker

Jeff10's Grass Mod (no trees - perfect for lawns and golf courses)

Generation City English

Patch Download

Haven't tried it yet but i'm sure it will work with the unlocker as well as the New Plazas mod.

also there is the new "La Mess" map from GC which won't work with unlocker

GC site (French) and patch download

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  • Original Poster
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    Originally posted by: kiwispanker

    Excellent mr-tom, is this for Jeremy12's updater tool?

    quote>

    Yep - that's the plan.  Will begin by compiling a huge matrix in excel or access.

    Trying to get ahead of the game with the red/amber/green compatibility flags.  Will probably add some other fields for mod source, ST approved etc.

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  • Original Poster
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    That's a shame, as the highway to bridge is pretty necessary...

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    Posted:
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    Hi guys just wanted to post a update since i have been so quiet recently, work on the Mod Updater is progressing well at first i tried to reach out to dirk to see if we can use the ST Exchange as a backend and after a week of waiting i did not hear from him so i am making everything from the ground up i posted my current status via a shared Google Docs File you can view at http://spreadsheets.google.com/ccc?key=0AnZtl-v6X7asdDdYc1pEdHlobEViUmRoSjBrYWduWVE&hl=en#gid=0 at this time the overall system is at 67% overall and if i would of posted this 2 days ago it would of been around 60%

    i am hoping to have it out last week of the month or so, depends on how much free time i have to work on it

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  • Original Poster
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    Hi - thanks for the update. I must confess that things have been crazy the last week or so and I've done less with this than I intended to.

    I'll have a look at the google docs spreadsheet and pre-pop all I can. Probably tomorrow night if that's OK.

    Tom.

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    Posted:
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    Here is what the sites download page is starting to look like The Website is close to being finished then the finalization of the application can start and while i finish the app i will be opening the site to everyone so the mod database can start being populated.

    It is important to note for Moders when you post a mod there will be a link that says "Administer Mod" this will allow you to change Everything about the mod, and to add a new Files / Versions, also by default everyone will download the latest "Release" status file you post, i am planning on making it so you can set the default but in the interest of time it will not be there at launch. you will be able to disable files and be able to disable the mod but you will not be able to delete it  for that you must send in a request for removal, however disabling will hide the mod from viewing 

    The Site (And the app) are being built with multiple games in mind. so it will support 2011 at launch

    After the initial launch this project is no where near done, as you may notice below you do not see Incompatibility area, there will be images indicating if a file for the mod is a .zip .patch .pak .rar etc..., there will be a change log, bug tracking for each mod if the author want to use it, and much more these will come after launch in updates to the site and application, some of it exists in the backend already, some does not. Its a Quality thing for me i dont want to put incompatibility in launch and not have it work well....

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