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cmdp123789

Street Tree Mod

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Hey guys,

 

So, I have my Street Tree Mod installed from SFTB... it was made back in 2006 I think... anyways... thats not the thing... I noticed that when you zoned your streets, you get way more trees in the sidewalk than the trees you get by zoning a one-way road... 

 

QUESTION!!

 

How do I change the value of this? I opened the iLive, but I dont know whats the property to be changed... any tips guys? 

 

See, Im trying to build a downtown area, an I want it to be green, but, the only way to get lots of trees is by zoning streets... any help is much appreciated

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Ok, I just looked into this and luckily there's not too much to do.

 

Open the SFBT_RoadsideMod_R$$_C$$LDMDHD.dat file, you will have this:

 

kdfz.jpg

 

The NetworkPieceID property as name implies references the type of network used. You can figure out which piece was used using the database uploaded by Mandelsoft

 

Anyway, this is the property you want to modify in order to transfer the props from roads to owr. Thanks to the NAM guys, there's only 1 digit to shift for the road to become owr: the 2nd digit has to move from 0 to 9. Here you have to edit 0x00004B00 and change it to 0x09004B00.

 

1. Copy all exemplar files from the SFBT_RoadsideMod_R$$_C$$LDMDHD.dat file and paste them in a new dat

2. For each exemplar, modify the NetworkPieceID property following above guideline

3. When done right-click anywhere on the right side pane and choose Reindex Lot Config

4. At this point you just have to assign new IIDs to avoid conflicts (2 exemplars with same IDs will override each other, last to load wins). You can either randomly generate new IDs or use the TGI editor (under the tools tab) to assign predefined IIDs. A good practice is to use the networkpieceID property as a base and increment it for each new exemplar using that network piece ID.

 

When done all exemplars you can delete SFBT_OnewayRoadsideMod_R$$LDMDHD as it will conflict with exemplars you created.

 

Good luck :)

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  • Original Poster
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    Thanks Magneto... I tried doing so, replacing the road file, but the road wont give too many trees, so I did it with every file that contained streets, since streets are the ones that have the greatest amount of trees that pop up. Now, question, cause I havent tried it yet, does this work with the NVM? Lets say I wanna have trees, on one way roads, but I wanna have the 3 lane OWR, is that possible using this as a base? or do I have to do something else?

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    Im sorry to double post in here, but the results were not as expected. Im not sure if Im doing this correctly, but I must say, that I dont have the exact name in my file... I do have the same numbers showing up, and I replaced them with the 9... but nothing happens really... I dont know what is it that Im doing wrong...

     

     

    EDIT: Im trying now with the other mod, the TREE REPLACEMENT MOD, which was made after the other one. It replaces all the models with simfox's trees, and they are quite nice, problem is, they only show up on high wealth lots... how can I change that in order to show up in every wealth? this one might be easier to tune, right?

     

    I also tried another mod, the porkie tree replacement, but I didnt get good results, trees didnt show up in zone areas, they only showed up in unzoned roads... but to be honest, I rather fix the one Im usin right now, despite the seasonal effect.

     

    An tips on the new info? as I said, tree replacement seems easier to fix... any tip on this would be great.

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    Okay, step by step because this is becoming a tad confusing... :dead:
     

    I must say, that I dont have the exact name in my file... I do have the same numbers showing up, and I replaced them with the 9... but nothing happens

     

    That's strange, both versions (STEX/LEX) does have that file. As for why it doesn't work, I'm clueless because it should... Did you reindex the lot config?

     

    does this work with the NVM? Lets say I wanna have trees, on one way roads, but I wanna have the 3 lane OWR, is that possible using this as a base? or do I have to do something else?

     

    Sure it does, it's just a matter of putting the right ID in the NetworkPieceID property. But I don't advise you to use this mod as a base, because OWR3 is much larger than roads, even more than streets... Your trees will probably land right on the asphalt... So you need to move the props. Entails more work.
     

    how can I change that in order to show up in every wealth? this one might be easier to tune, right?

     

    Fortunately, yes: edit the LotConfigPropertyWealthTypes property of exemplars that only have high wealth types (0x03) and add the desired wealth levels to expand their range. Of course you'll have to delete  exemplars that might potentially conflict with the newly assigned wealth.

     

     

    More information about T21s (how to move props, specificities of properties and what they do, etc.) can be found here. It can take some time and quite a lot of readings to compute all the information, but there's pretty much all you need to know about T21s and how to modify them.

     

    Hope this helps.

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