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Metalpuritan

Larger cul-de-sac

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Since I installed NAM 31, I can no longer have larger cul-de-sacs.  I have tried deleting the textures from NAM and that just makes it so that nothingg but the cul-de-sac draws, I get the cul-de-sac but nothing else.  The larger cul-de-sac textures are naturally named with a z_ so they load last but it seems that there is something else somewhere else stopping the use of them. 

 

Has anyone figured a way to keep the larger cul-de-sacs working with NAM 31?  I really just need the normal maxis street( ican live without rivit's tar sealed streets if I must) and the blacktop.  All the others i usually avoid, I use PEG's dirt road, but I do not usually need a roundabout, which is borken anyway, should not even exist if it is going to be just a normal maxis roundabout like that.

 

I do not see why they removed the ability for the larger cul-de-sacs to work...

 

 

Also, a side note, not the subject of the post but still kinda related, the roundabout for SAM 6 is completely broken, it does not show up at all, everything else is okay, but the roundabout will draw but it will not show up in game.

 

One more thing also related, but not the focus of this post, the roundabouts for SAM 3,4 and 5 are also broken those show up as normal maxis street roundabouts.  Don't you think it would be better if they did nothing at all compared to a dirt road turning into a maxis normal street roundabout just for the roundabout and nothing else?  Seems "silly"(not the word I want to use).

 

And one more thing while I am at it, rivit's tar sealed streets no longer work either, the straight sections show up as normal maxis street, and everything else shows up as rivit's tar sealed street, again, no idea why they made this not work.  You can put z_ or zz_ or zzz_ or zzzz_ all day long and they still will not operate, not rivit's street mod, not _marsh_'s cul-de-sac mod. 

 

Does anyone know a way to get them to work with NAM 31?  These things are far superior to the things NAM 31 offers, on the subject of streets anyway.

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Unless you are desperate to use some V31 feature, I suggest you back out to V30 and wait for V31.  Meanwhile, why don't you put a polite note in the NAM discussion thread?

 

Oh, and BTW, can't you find a better avatar than Mr. Nasty?  It is getting annoying.


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I can get them to work, but I have to draw a 2x2 roundabout and pull two streets out of the same corner, then it pops out into the larger cul-de-sac, if I'm understanding everything correctly, that is : ) hehe

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Metal, let me know which cul de sac mod and which texture mod you use, I might try to do the fix

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    Metal, let me know which cul de sac mod and which texture mod you use, I might try to do the fix

    It is the "larger cul-de-sac mod" made by _marsh_

     

    It comes with it's own textures but for some reason even with the z_ in front of it the NAM will not allow it.  I even tried to delete the textures that come with NAM31 and that allowed the cul-de-sac mod to work, but also deleted any of the roads except for the cul-de-sac.

     

    As far as what textures I use, the only textures I use are the standard (American) textures that came with the NAM31, same for all the other options, standard or American all the way down.

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    Hmm, I'm honestly not sure what is causing this. Please forgive me, I haven't played the game for a while, let alone even have it along with all my tools and mods installed. It's sad to see that my mod is no longer compatible...

     

    Again, I'm really sorry I can't be of further help here. Magneto, if you do happen to fix this issue, please PM me so I can get this sorted out. I'd hate to have a non-functioning mod on the STEX. I'll have to keep my eye on this thread either way.

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    I did a fresh NAM 31 install, added rivit tarsealed streets and marsh cul de sac mod. I took the american retexture mod, and modified the folder structure.

    Basically, all you have to do is to move marsh mods in the z_NAM/Road Textures/Standard Retexture and Cosmetic mod folder along with rivit streets. Make sure files are structured as follow:

     

    0ff.jpg

     

    rivit streets and sam roundabouts 2, 7, 8, 9 should now work, although you don't get the effect of marsh mod on rivit roundabouts, but that is to be expected since the textures haven't been created. If you don't have the american retexture mod and subsequently don't have a road texture folder, put files with similar structure in z_NAM folder and it should work. If you wish to keep rivit tarsealed streets, you can remove the larger  cul de sac mod dat, as it has no effect.

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    I come with good tidings!  I come from the NAM thread with good news!  Adding a tilde to the front and removing the "Z_"s makes them work, even rivit's tar sealed street replacement mod.

     

    Still though, the curved corners do not work on the tar sealed streets, but that is neither NAM31s fault nor rivit's, they added a new function and rivit's old mod does not have the textures for it, can't blame no one for for that, it is just progress showing it's ugly teeth.

     

    Good news though _marsh_ your mod stands the test of time after all!  I am so happy too.  No more dull boring dead ends and uninteresting roundabouts!

     

     

     

    Problem solved, answer found(courtesy of Tarkus), I hope others get to see this.  Thanks Nonny for pointing me to the right location to discuss this.

     

     

    Edit: Thanks magneto, we must have been typing our replies at the same time.

     

    Two people, two solutions, apparently both work.  Case closed.

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    I've updated my mod with the solutions in here so that others get help if they encounter the same problem. Thank you guys for finding solutions to this while I couldn't. I appreciate it greatly. :)

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    Hey does anyone know how I can get the default "pink" maxis sidewalk textures to change with this Larger-Cul-de-sac Mod?  I use sandstone mod for everything else and after finally finding this thread and getting my cul-de-sacs to work, I now have two-toned sidewalks everywhere that ends in a cul-de-sac... lol

     

    Not too big of a deal, but I do like consistency.  I suppose I could revert back to the (ugly) default sidewalks to match up, but I really like the look that the Sandstone sidewalks add....

     

    I use the following for plugins.....

     

    NOTE: I had to "alter" a few things for functionality purposes.. (i.e., zz_Bigger News Window - to override Doc's Greyscale UI Mod v1.. etc.)

     

    <DIR>          BSC
    <DIR>          MTRT-V1
    <DIR>          Network Addon Mod
    <DIR>          Plugins_Compressed
    <DIR>          RTMTV3
    <DIR>          z___NAM
    <DIR>          z_roundaboutfix
    <DIR>          z_z_Modular_RR_Files
    <DIR>          zz_Bigger News Window
    <DIR>          zz_LRMv5_SC2013_Set
    <DIR>          zz_Pause Thingy Remover
    <DIR>          zz_TuLEP Texture Mod Adds Hatching
    <DIR>          zz_TuLEP Texture Replacement Mod
    <DIR>          zzz_HBS_Peach_LegendMod
    <DIR>          zzz_NHP_Ennedi_SlopeMod
    <DIR>          zzz_NoMoreDozer Mod
     <DIR>          zzz_Paeng_FreeWaters_v101
    <DIR>          zzz_PaengTextureMod
    <DIR>          zzz_PEG Facelift Mods
    <DIR>          zzz_RTMTV3_sandstone
    <DIR>          zzz_sandstone_NAM
    <DIR>          zzzz_Simfox_Day_n_Nite_Modd
    <DIR>          zzzz_terrainmod
    <DIR>          zzzzzz_DAMN_Hidden
    bldgprop_vol1.dat
    bldgprop_vol2.dat
    BSC Essentials.dat
    BSC_Essentials_OG.dat

    BSC_RegionalCounter.dat

    BSC_Reward_essential.dat
    csx_Essentials01.dat
    FIXES.dat
    NDEX Global Essentials.dat
    NUTsEssentials.dat
    SimCity 4 Extra Cheats Plugin.dll

     

    Any help would be much appreciated.  I got a nice, solid functioning plugins set right now and all my DAMN menus are working great - datpacked a lot of stuff - works great, but I don't want to screw anything up!  Thanks.

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    For it to load after the NAM, it needs to have more underscores than the z___NAM folder (that's three underscores). For example, I have all my stuff that I want loading after the NAM in a folder called z____Load Last (that's four underscores). Keep in mind that the way Windows Explorer sorts your folders is slightly different from the SC4 plugin load order. It loads characters like underscores after alphanumeric characters.

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    FWIW, I keep mine (labeled Z_Larger Cul-de-Sac Mod.dat) in the z___NAM folder, and it works fine there (I think the game loads folders before individual files?), but to be completely sure, it's best to follow @Compdude787's advice and create a special folder for all of your LOAD LAST files.

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