Jump to content
MandelSoft

LRM (Light Replacement Mod) - Support, Development and Discussion

323 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
11 minutes ago, franyer said:

I just deleted the LRMUSL Support folder and that's it, I didn't get any more boxes

Oh yeah, I also did this.  *:ohyes:*:D

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, franyer said:

I just deleted the LRMUSL Support folder and that's it, I didn't get any more boxes

Whilst that will prevent brown boxes, it also removes necessary light props, meaning RHW C networks and the DDRHW-4 lights won't work as intended.

Thankfully the bulk of the mod just re-uses the Maxis files, which LRM overrides, in other words it'll dynamically show matching lights to whatever LRM setup is in use, provided those are using the Maxis IDs. In this sense it would appear the bulk of the mod will work with older LRM versions.

However, specifically for the RHW-C networks, I needed an offset prop, which requires using a specific ID for the Lightpole Prop. These do not match with the IDs of LRM 4 so far as I can tell, but it would only take a quick edit to fix that.

All you have to do is find the particular light you want to use (ideally it would match the RHW Median Light in use). If you open the file LRMv4Props.dat in Reader, you can find the corresponding values from any of the Props is use, it's the 8th Rep under Resource Key Type 4 and should be easy enough to find, since it should always be DD##0000, only the ## differ for each particular light pole.

RTK4ID_LRM.jpg.54c6a672270c990962fd7671928f2e27.jpg

Now, Open the attached file and look at the first item (Exemplar), edit the 8th and 24th Reps (Red), changing FF to the value from LRMv4Props.dat. So for example, if I choose the LRM - NFSU Freeway Light - Generic - Orth to use (shown in image), I would change the Resource Key Type 4 entry as follows:

0x00000001,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDDFF0000,
0x00000001,0x00000000,0x00000000,0x00030000,0x27812820,0x5AD0E817,0xBADB57F1,0x5DFF77B1,
0x00000000,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDDFF0000

to

0x00000001,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDD000000,
0x00000001,0x00000000,0x00000000,0x00030000,0x27812820,0x5AD0E817,0xBADB57F1,0x5DFF77B1,
0x00000000,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDD000000

Once you've changed the Resource Key Type 4 entry, do the same for the Resource Key Type 4 XM property. Save the file and now it will work correctly with any light pole you can find.

  • Like 1
  • Thanks 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, rsc204 said:

Whilst that will prevent brown boxes, it also removes necessary light props, meaning RHW C networks and the DDRHW-4 lights won't work as intended.

Thankfully the bulk of the mod just re-uses the Maxis files, which LRM overrides, in other words it'll dynamically show matching lights to whatever LRM setup is in use, provided those are using the Maxis IDs. In this sense it would appear the bulk of the mod will work with older LRM versions.

However, specifically for the RHW-C networks, I needed an offset prop, which requires using a specific ID for the Lightpole Prop. These do not match with the IDs of LRM 4 so far as I can tell, but it would only take a quick edit to fix that.

All you have to do is find the particular light you want to use (ideally it would match the RHW Median Light in use). If you open the file LRMv4Props.dat in Reader, you can find the corresponding values from any of the Props is use, it's the 8th Rep under Resource Key Type 4 and should be easy enough to find, since it should always be DD##0000, only the ## differ for each particular light pole.

RTK4ID_LRM.jpg.54c6a672270c990962fd7671928f2e27.jpg

Now, Open the attached file and look at the first item (Exemplar), edit the 8th and 24th Reps (Red), changing FF to the value from LRMv4Props.dat. So for example, if I choose the LRM - NFSU Freeway Light - Generic - Orth to use (shown in image), I would change the Resource Key Type 4 entry as follows:

0x00000001,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDDFF0000,
0x00000001,0x00000000,0x00000000,0x00030000,0x27812820,0x5AD0E817,0xBADB57F1,0x5DFF77B1,
0x00000000,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDDFF0000

to

0x00000001,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDD000000,
0x00000001,0x00000000,0x00000000,0x00030000,0x27812820,0x5AD0E817,0xBADB57F1,0x5DFF77B1,
0x00000000,0x00000000,0x00000000,0xFFFBF0E0,0x27812821,0x5AD0E817,0xBADB57F1,0xDD000000

Once you've changed the Resource Key Type 4 entry, do the same for the Resource Key Type 4 XM property. Save the file and now it will work correctly with any light pole you can find.

Seems that this is not really as simple as I thought, but this could be worth trying.  :yes:

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Yeah, it's all to do with what's missing, if a Prop Exemplar (or other type) exists that links to a model that is not present in Plugins, you get a brown box. However, if the Prop Exemplar is also missing, then you simply get an invisible model without the Brown Box.

You only need to do this if you want to make use of the RHW-C networks and are not using LRM 5.

1 hour ago, sevithethird said:

but this could be worth trying.

If you get really stuck, just tell me which of the props, (all are featured in the PDF manual), you want to be used for the C networks and I would happily take care of it. But I don't intend to go through and add every option, there are too many really.


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
9 hours ago, rsc204 said:

If you get really stuck, just tell me which of the props, (all are featured in the PDF manual), you want to be used for the C networks and I would happily take care of it.

Thanks, I really appreciate it! I'll play around with this :}  

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

In the off-chance it helps anyone else out I believe I spoke too soon, the prop was actually '9f9bbc47' (and its diagonal counterpart) listed as 'modified copy of 0x69ad0000' included in NAM as opposed to the 69ad prop itself, which I found out is in fact included in LRM4 and 5 and wasn't the source of the problem. I may be mistaken but after looking into the replacement set dat files the 9f9bbc47 prop doesn't seem to be covered by LRM4/5 at this time, at least in some of the option packages.

 

I don 't think I've seen it crop up again since overriding this one.

lrmpim.jpg.41a4641b736fb98d745731a38bed9553.jpg

Found it by chance while scrolling through some of the families in PIMX with the LRM4 package installed and made sure all three ST dats were present.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Doesnt surprise me actually. Its quite a while since LRM 4 or 5 or any other light mod, and the network T21s for all the new networks haven't all been checked to make sure they actually get (correctly) overridden by LRM. Also new content isn't being produced by reusing the old IDs and items that originate in SC4 - often new exemplars appear when backward dependency to things in SC4 is the preferred way.

Its a pity, because it makes old mods break down whereas if they continued the original linkages they would just keep working. Not only that why have 4 versions of the same original SC4 prop.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

hello, is this plugin still active? Has anyone had problems with the parks menu? this plugin it hits me and the game breaks and forces me to close windows

  • Yes 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

hello aom1550 - we will need a bit more info than you've given to be able to help - this mod does nothing to menus, just changes the look of street lights.

As a first step back to sanity, I suggest to remove the LRM mod - then see if you're back to what you expected to happen. If thats all oK then carefully try to put it back and record under what circumstances it goes pear shaped - if at all.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 4/26/2022 at 4:53 PM, aom1550 said:

hello, is this plugin still active? Has anyone had problems with the parks menu? this plugin it hits me and the game breaks and forces me to close windows

Do you mean while scrolling through the parks menu eventually the game freezes?

If you're using the Maxis LightCones file, I had this problem also and found out it's a known bug. A fix was posted earlier in the thread.. I can't find it though at the moment, I believe the original was corrupted and then reuploaded by rsc204I'll attach it here as I can't locate the original post at the moment.

LRMv4_Models_LightCones_MaxisNite.zip

The dat file replaces the original 'LRMv4_Models_LightCones_MaxisNite.dat' file in the 'LRMv4 Models & Props' folder.

I think some other modified version were also uploaded previously in the thread and would also fix the crashing.

Also it was mentioned one of the Imaginian lights has an unsupported character in one of the exemplars which causes crashing, if that's the problem it's an easy fix but I think the original uploaded file became corrupted.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 2/4/2022 at 3:31 PM, rsc204 said:

Along with the mandatory patch for the MaxisNite lightcones, the IM Brinasken lights fix was previously uploaded in this thread. However, since both have become corrupted, the original files are no longer useful, here are working versions of both fixes. The first is needed for all LRM 4 users who want to have MaxisNite lightcones, the latter only if you use the IM set of Ploppable Lights.

LRMv4_Models_LightCones_MaxisNite.zip

LRM RHW Median Lights - Set 09 - IM Brinasken.zip

2 of 3 :D and only 2.5 years later, honestly I don't know what was changed in the third file and have no desire to dig into it blindly.

In addition to the MaxisNite light cones posted by @rsc204, I have created another patch for LRMv4.0 to decrease the oversaturation of the MaxisNite light cones. It's uploaded here: LRMv4_Models_LightCones_MaxisNite_dim-patch-v2.zip and needs to load after the light cones file.

With my patch, the light intensity approximately follows an inverse square law. Before and After shots are attached below.

before.jpeg

after.jpeg

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 29/4/2022 at 5:58 PM, junspud said:

Do you mean while scrolling through the parks menu eventually the game freezes?

If you're using the Maxis LightCones file, I had this problem also and found out it's a known bug. A fix was posted earlier in the thread.. I can't find it though at the moment, I believe the original was corrupted and then reuploaded by rsc204I'll attach it here as I can't locate the original post at the moment.

LRMv4_Models_LightCones_MaxisNite.zip

The dat file replaces the original 'LRMv4_Models_LightCones_MaxisNite.dat' file in the 'LRMv4 Models & Props' folder.

I think some other modified version were also uploaded previously in the thread and would also fix the crashing.

Also it was mentioned one of the Imaginian lights has an unsupported character in one of the exemplars which causes crashing, if that's the problem it's an easy fix but I think the original uploaded file became corrupted.

Hello, I have exactly the same problem: it freezes whenever I reach the light poles in the park menu.
Alas, the fix you attached didn't work. At least for me.

 

I guess I'll have to remove this mod until it is somehow fixed...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, kontorotsui said:

Hello, I have exactly the same problem: it freezes whenever I reach the light poles in the park menu.
Alas, the fix you attached didn't work. At least for me.

 

I guess I'll have to remove this mod until it is somehow fixed...

I believe when I did that, I missed a few. unfortunately I discovered later. I forgot about this, but I remember I fixed it further for my own personal use and it no longer crashes for me. I'll try and figure out how I did that again as it was a while ago, I believe I have the files with all of the instances removed/fixed.

 

Are you using the ploppable Imaginian lights set of lots? I think that's what was crashing mine while scrolling through the parks menu, I remember I went through the dat and removed the unsupported characters and it fixed it for me. Apologies if this is something unrelated... I think I still have it somewhere.

If you remove just the dat file for the Imaginian set of ploppable lots from the folder it might stop crashing. The exemplars have an unsupported character included and it causes the game to crash when you reach those lots in the menu.

I know I eliminated all of my crashing problems somehow at some point, apologies if I'm not remembering correctly.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Where can I find the ploppable lights?

I've reinstalled it twice in my plugins folder (through steam and documents) and I can't find anything related to the lights

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

If you installed them, they should be selectable from the lower end of the parks menu. 


Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hello friends. I’ve been reading a lot this thread but couldn’t find if it is possible to change the light color to white for every road type, as currently if install the USA set for LRMV5 it gives me orange on commercial and some Bridges and white in LDresidential, which makes my nights a messy color soup. 
 

also, I’m curious of which file to install of the ones posted in this thread to have dimmed lights on LOTS, as every file attached to this post contains “LRMV4” or “MaxisNite” and I’m using lrmv5 and darknite.

 

thanks and sorry in advance for reviving post

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hello everyone! I hope I can get some support, because I don't know what else to do. So, before installing this Airport Mod my LRM was working flawlessly. Now, after installing that mod, or some (or more) of its dependencies (I suspect this), my LRM is completely broken. I'm attaching some screenshots of what's going on:

Aranciopoli-20-Feb-001743937612.png

Aranciopoli-23-Feb-001743937630.png

I'm using Project Symphony and this mod as well. Funny thing is, even removing the two mods didn't solve the problem, because when I tried that I had rainbow squares instead of the orange shade. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 06/04/2025 at 1:56 PM, DrHouse93 said:

Now, after installing that mod, or some (or more) of its dependencies (I suspect this), my LRM is completely broken.

This mod included originally an overhaul of the LRM, not sure but the same would be true if you installed it as a dependency. It shouldn't actually be necessary either, because the original LRM uses the same IDs.

Long and short, removing what was added should revert to your previous setup.

On 06/04/2025 at 1:56 PM, DrHouse93 said:

Funny thing is, even removing the two mods didn't solve the problem, because when I tried that I had rainbow squares instead of the orange shade. 

Rainbow squares (test pattern), indicates an S3D model where the linked textures are not installed. The default LRM files included these textures, so not sure how they could not be present. I suspect some part of the conflicting override is still present or you've accidentally removed some LRM files.

  • Like 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 07/04/2025 at 12:56 PM, rsc204 said:

This mod included originally an overhaul of the LRM, not sure but the same would be true if you installed it as a dependency. It shouldn't actually be necessary either, because the original LRM uses the same IDs.

Long and short, removing what was added should revert to your previous setup.

Rainbow squares (test pattern), indicates an S3D model where the linked textures are not installed. The default LRM files included these textures, so not sure how they could not be present. I suspect some part of the conflicting override is still present or you've accidentally removed some LRM files.

Thanks for the reply! I had completely forgotten I wrote this, but anyway I solved the issue time ago (although I can't remember how, probably deleted the right file...). But still, thanks for the help^^

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Can a version of this mod be made to remove all the streetlights? Or is that too big an ask?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
10 hours ago, Olivia said:

Can a version of this mod be made to remove all the streetlights? Or is that too big an ask?

Yes, it would require to modify all the exemplars for lampposts and light cones to point to a blank model. It's tedious but very easy.


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
3 hours ago, matias93 said:

Yes, it would require to modify all the exemplars for lampposts and light cones to point to a blank model. It's tedious but very easy.

I'd hate to be a burden, but can I submit a request for this option *:D pretty please.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 9/24/2025 at 6:37 PM, Olivia said:

I'd hate to be a burden, but can I submit a request for this option *:D pretty please.

Yes, you can ask for it on this thread:

 

  • Like 1

matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections