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Hey guys :)

 

So :D I started a new city with Project Orion installed. I can draw the regional roads perfectly, and I have them connected to original city tile roads. However; when I go to zone or plop an RCI building along one of the regional roads, I can't do it. I can only plop one or zone something in the original box.

 

I also followed the installation instructions perfectly.

 

Here is a picture:

 

Spark_2014-06-20_13-40-18_zps658be20b.pn

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I want to be able to zone, is this in the works or am I still out of luck? i'm playing viridian woods I've also tried a titan gorge, same result

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I want to be able to zone, is this in the works or am I still out of luck? i'm playing viridian woods I've also tried a titan gorge, same result

Did you add the other mod that lets you plop RCI

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I want to be able to zone, is this in the works or am I still out of luck? i'm playing viridian woods I've also tried a titan gorge, same result

Did you add the other mod that lets you plop RCI see that's the problem right there I don't want to plop I want to ZONE. I tried the 'plop' method o found buildings would fall through the first time???

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you are only going to be able to zone 2 sides of any certain city.. You must use CTRL-CLICK Zone Type .. with the BD Tool you can now figure out if the side needed is the side that has the freeways and regional roads in the way and work around them by re drawing them around your zone areas if needed

There is no perfect way of doing it but there are ways of doing it for certain

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you are only going to be able to zone 2 sides of any certain city.. You must use CTRL-CLICK Zone Type .. with the BD Tool you can now figure out if the side needed is the side that has the freeways and regional roads in the way and work around them by re drawing them around your zone areas if needed

There is no perfect way of doing it but there are ways of doing it for certain

With all due respect. I've tried using this mod on different regions and the result is the same, you simply cannot zone outside of the original area, believe me o have tried... I get a narrow strip up the side... and that's all she wrote

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Made a screenshot just for you. Zoning outside 2k border (3k)

 

QJ0ZHzv.jpg

Dirt road is 2k, beyond that is 3k. CTRL + Zone inside the 2k border to get it pass to 3k areas. As I add in the download, please improvise every aspect while using this mod.

 

 

This mod may not be the best for all users. Despite the offset pollutions and all, it was meant for those who love to design a city regardless of RCI requirements. If you play based on RCI, satisfying your sims, cash cow for non sandbox, then this mod may not be the best for you. Unless you know your way around tolerate with all the offsets and a little patience study how everything goes along with it.

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@ausmayor its ok.. i'm not offended and your not saying anything wrong.  its just we know it works and do it enough to know it will work unless various conditions are not met.

 

There is a video on reddit which can demonstrate it as well for you

 

but even as Yayie mentioned its very possible

 

we can only tell you how its done and show you the tools to do it.  Unless we were there with you its difficult to show you in person obviously

 

http://www.reddit.com/simcity

 

look for orion zone outside tutorial video and you will have a decent video tutorial on the subject

 

XoXiDe

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I know you weren't lol, it's just I've tried to get the zoning to work and it wont let me zone on the "regional roads only on the original roads.

thanks for the tip on the video when I can find it, i'll take a look..

respect to you guys for putting up with me LOL

Cheers found the vid was quite helpful thanks


  Edited by ausmayor  

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Appreciate the hard work in making this mod and this even a topic of conversation! Xoxide, Proc, Yayie and many others that I'm sure I'm leaving out.

 

My ONLY issue is controlling land value, pollution and resources within/under the normal city limit- has anyone found a way to figure out how these will be offset or does it vary i.e. (is the land value and pollution just shifted over? Or is it randomly scattered throughout city?)  Any tips to controlling land value development, and/or find oil/coal/ore etc would be most welcome (I like to keep my sims poor and working in the factories, $ wealth seems to disappear when I use the mod)

 

Thanks again - keep up the outstanding work boys… and girls? 

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  • Original Poster
  • Appreciate the hard work in making this mod and this even a topic of conversation! Xoxide, Proc, Yayie and many others that I'm sure I'm leaving out.

     

    My ONLY issue is controlling land value, pollution and resources within/under the normal city limit- has anyone found a way to figure out how these will be offset or does it vary i.e. (is the land value and pollution just shifted over? Or is it randomly scattered throughout city?)  Any tips to controlling land value development, and/or find oil/coal/ore etc would be most welcome (I like to keep my sims poor and working in the factories, $ wealth seems to disappear when I use the mod)

     

    Thanks again - keep up the outstanding work boys… and girls? 

    The land value and the pollution are shifted over :) and I haven't had any problems with mining/drilling.

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    The offsets affect resources on some maps. I have experimented with inserting and deleting regional mods. I won't use these mods yet because they are a work in progress. You're moving in the right direction and I appreciate your hard work and effort. It's funny that this effort exists outside of team Maxis. My expectations for Maxis has been raised significantly. Great work but more to do here.

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    I can not build anything beyond (I tried to reinstall the game and delete all the mods etc.. but nothing works)  


    I can not build anything beyond (I tried to reinstall the game and delete all the mods .. but nothing works)

    post-673810-0-92451100-1405513652_thumb.

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    @ahmadhaniy:

     

    Orion shifts all ground tables; water, coal, ore, and oil. It's there, but you have to search for it. The best you can do, is draw a road grid everywhere, and soar over with the perspective well, or plant until you find it.

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  • Original Poster
  • If you intend on building any mining or drilling cities, I would recommend just uninstalling Orion.

     

    how to fix this problem?

    441725.jpg

    The land values map and the pollution map is offset, but the land value and pollution are still in their normal places :).

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    CapTon

     

    First let me thank you for your amazing mod! You've given us a reason to start playing again. :)

     

    However, I was wondering if you are working on a fix for the offset problem? Or is this an issue beyond your control, resolve?

     

     

    thanks in advance and keep up the good work! :)

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  • Original Poster
  • CapTon

     

    First let me thank you for your amazing mod! You've given us a reason to start playing again. :)

     

    However, I was wondering if you are working on a fix for the offset problem? Or is this an issue beyond your control, resolve?

     

     

    thanks in advance and keep up the good work! :)

    I did not create this project or contribute towards it :) I joined the team shortly after this was released.

     

    However, we are working on fixes for these problems, but it's not our top priority at the moment.

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    CapTon

     

    First let me thank you for your amazing mod! You've given us a reason to start playing again. :)

     

    However, I was wondering if you are working on a fix for the offset problem? Or is this an issue beyond your control, resolve?

     

     

    thanks in advance and keep up the good work! :)

    I did not create this project or contribute towards it :) I joined the team shortly after this was released.

     

    However, we are working on fixes for these problems, but it's not our top priority at the moment.

     

    Thanks for the update! Can you elaborate on WHAT IS your current priority?  :)

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    A laundry list of new content and ideas, blueprints and collaborative works. Everything is like a stepping stone to something larger.  we have new versions of UDoN's, Akar, Avalon, Parklets, Pedestiran Paths, Decorations, and brand new content never even seen before being worked on collectively by the SUGC team members.

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    A laundry list of new content and ideas, blueprints and collaborative works. Everything is like a stepping stone to something larger.  we have new versions of UDoN's, Akar, Avalon, Parklets, Pedestiran Paths, Decorations, and brand new content never even seen before being worked on collectively by the SUGC team members.

     

    A laundry list of new content and ideas, blueprints and collaborative works. Everything is like a stepping stone to something larger.  we have new versions of UDoN's, Akar, Avalon, Parklets, Pedestiran Paths, Decorations, and brand new content never even seen before being worked on collectively by the SUGC team members.

     

    :) Looking forward to it. May the Sim be with you!

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  • Original Poster
  • My current priority is working on implementing new buildings into the game :) although this is not the thread for that sort of discussion.

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  • Original Poster
  • I don't think many players would like to spend their time marking the borders :) but what Skye did is very nice in that video.

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    • Similar Content

      • By T Wrecks
        MAXIS TREE HD REPLACEMENT MOD
         
        1 - INTRODUCTION/OVERVIEW
         
        Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare.
        I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart:
        similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more!
        This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do:
        --------------------
        THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following:
        It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________
        BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time.
        This is what the bonus pack included in this upload will do:
        When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________
        BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections.
        This is what the bonus pack will do:
        All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________
        Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here.

        2 - USE
         
        2.1 - BASE PACK
        2.1.1 - Installation
        Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself).
        By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses.
        2.1.2 - Deinstallation
        Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything.
        2.2 - BONUS PACK 1 (for SFBT Street Tree Mod)
        2.2.1 - Installation
        First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present:
        SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder:
        Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there.
        2.2.2 - Deinstallation
        Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download.
        2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod)
        2.3.1 - Installation
        Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements.
        2.3.2 - Deinstallation
        Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything.
         
         
        3 - DEPENDENCIES
        3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all:
        BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod
        SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod
        WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required):
        White Maxis pavement:
        Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves)
        Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1):
        Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves)
        Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23):
        Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves)
        Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim):
        Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves)
        Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij):
        Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there.
         
        RECOMMENDED DOWNLOADS
        That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips!  
        4 - FINAL WORDS
         
        I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload:
        Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come.
        That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome!
         
        T Wrecks, August 8, 2017
        _________________________
        NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load.
        If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way.
      • By AmiPolizeiFunk
        Ok this is a mystery to me. Here are two city service buildings relatively close to one another. One spits out a train of ambulances, alls fine and hunky dorey! The other claims it is "Operating normally," but it is yet to spit out a single fire truck. I've consistently had this problem. I've rebuilt all of the streets in this area. What gives? Why does Mass Transit show NO ROUTES to this fire dept.? There have been fires at its doorstep and it just sits there.

        Working as intended. 
         

        has never even considered working 
      • By Hal Wing 917
        I am feeling really stupid.
        I had a wide array of custom content - lots, buildings, parks, transportation, etc. - and I had to reformat my computer. After reinstalling SimCity 4 Deluxe Version, I've downloaded a handful of the previous mods, but only one parks download even shows up on any of the in-game menus. I've tried unzipping downloads into every possible folder, but still get nothing. It's not like the old "brown box" problem that happens when you don't have the dependency files.
        I have Windows 7, if that makes any difference.
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