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nic49548

Modding ordinances

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I know you cannot add any new ordinances, just modify only existing ordinances. I was wondering, is there a script or LUA file in Reader that you can modify the cost, requirements or internal effects like the Gambling, Landfill Gas Recovery, NFZ, Trash Presort, etc...? Even if the properties in Reader are modded to the same amount for all ordinances, they don't show the same cost amounts ingame. (The Landfill Gas Recovery" is still high cost with a landfill)

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Are you using the patch facility of the Reader to create a new file, and then installing that in your Plugins folder? That should work.

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    If you mean "Add to patch" and "Create DAT", then yes I am doing that. Other than that, then I don't know what you're talking about.


      Edited by nic49548  

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    Are you installing the newly created .DAT file into your Plugins folder? And are you then modifying that file to get your new ordinance?

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    Yes, I am using the newly created/installed DAT and modifying it in Plugins folder. I was wondering if there's something hidden in the .exe or script/LUA files that modify ordinances, like the cost or prerequisites.

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    I'm trying to figure this out also.  The issue is not modifying an ordinance.  The issue is the requirement.  Example:  trash presort ordinance requires a recycling center before it becomes available to turn on.  So even if you modified it to be a bonus lottery/gambling ordinance, you will not be able to use it until you build a recycling center.  So the question is, where is this requirement found to be turned off so you can modify the ordinance and use it without having to build a recycling center.

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    You probably need to find the relevant LUA script and alter that accordingly.


    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.

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    I've look with no luck yet.  Closest thing i found was a list of all 40+ ordinances that had a note saying that section was used only by the advisors.

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    The thing is, the requirement must be somewhere, an LUA script would be my first guess, since the ordinance exemplars are really very simplistic. Not to mention it's the LUA scripts that reference the exemplars, the other way round would make finding the correct LUA script a lot easier :(. I've just spent a good while looking through all the LUA scripts in SC1.dat, but one thing is clear. Wherever this variable is, it's likely going to take some digging to find it. Unless someone who happens to know exactly where it is comes along, there is no easy solution I can offer.

    Use the search tool of the reader, it can be found in the "Find" menu. You can tell it to search only in one type of file, for example LUA for a given string. Copy/Pasting the LUA scripts into a 3rd Party application will allow you to search them more easily. I'd recommend Notepad ++ for this personally.

    It might also help to have a look at any mods that alter these existing ordinances. That may help narrow down the search or simply give you pointers as to how to accomplish what you want here. Lastly, there is always the possibility the trigger part of the ordinance is somewhere in the code inside the .exe. If that's the case, you won't be able to alter this behaviour. I don't think that is the case, my understanding (not experience), is that such things can be modified. But perhaps it might be worth PMing @simmaster07, who's about the only member able to mess about with the code of the game right now.

    One last thing you might not want to hear, but is just my logic-based mind talking: What are you trying to accomplish here? If it's just a way of generating more cash to spend, why bother with all this effort? Use the Moolah cheat from Buggi's Extra Cheats.dll and just give yourself the cash you want,  without all the hassle of modding anything. Cheating is cheating, it makes no difference how you do it... Not that I consider this cheating myself, I simply have no interest in budgets, but do want to build attractive cities. So if I can make life easier by disposing of monetary concerns, I will.

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    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.

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    Hello!

    9 hours ago, rsc204 said:

    there is always the possibility the trigger part of the ordinance is somewhere in the code inside the .exe. If that's the case, you won't be able to alter this behaviour. I don't think that is the case, my understanding (not experience), is that such things can be modified. But perhaps it might be worth PMing @simmaster07, who's about the only member able to mess about with the code of the game right now.

    I haven't had an opportunity to review the ordinance simulator much, but at a glance this would appear to be the case. All ordinances are hardcoded and need to be registered with the ordinance simulator through the COM interfaces that are coded in. Maxis/EA were kind enough to leave functions to force ordinances to become available or enabled, though. None of this is accessible yet because I haven't reconstructed that interface in my public code.

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