Jump to content
smalljude

Mods with conflicting UserData script files

17 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi, I've just noticed that there are several mods which provide the same SimCityUserData script file - e.g. SimCity-Scripts_287520926.package.  

 

The mods I'm trying to add right now are Project Akar (2.AkarRoadsSet_1.0.5 (11th Aug 2014)), Regional Bridge (RegionalBridge 11-08-2014) and City Wide Distribution Enhancement of School Vehicles, but if memory serves there are some others that also use that same script package. 

 

Is there a plan for how to use all those mods at the same time? Can the changes all be wrapped into the same script or do they conflict?  Just wondering. Thanks for your advice.

 

Share this post


Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

    おはようございます  (I hope that is correct!) :)

     

    hi slam , for the  scripts and the same <<

     

     Sorry, I'm not sure I understand?

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    おはようございます  (I hope that is correct!)  :)

     

    hi slam , for the  scripts and the same <<

     

     Sorry, I'm not sure I understand?

     

    Just install the scripts in SimCityUserData/Package. It wont conflict with other mods. It was needed to work with most mods that changes the value of scripts in them.

    It is needed for the new Regional Road to work with Regional Bridges by HyugaHinata.

    Share this post


    Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

     

     

     

    Just install the scripts in SimCityUserData/Package. It wont conflict with other mods. It was needed to work with most mods that changes the value of scripts in them.

    It is needed for the new Regional Road to work with Regional Bridges by HyugaHinata.

     

     

    So any one version of that script will work for all the mods?  That would be great!

    Share this post


    Link to post
    Posted:
    Last Online:  
     

     

     

     

     

    Just install the scripts in SimCityUserData/Package. It wont conflict with other mods. It was needed to work with most mods that changes the value of scripts in them.

    It is needed for the new Regional Road to work with Regional Bridges by HyugaHinata.

     

     

    So any one version of that script will work for all the mods?  That would be great!

     

     

    Basically, the script didn't change anything to other mods. It was taken from ecogame folder, So its fine.

    Share this post


    Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

     

     

     

     

     

    Just install the scripts in SimCityUserData/Package. It wont conflict with other mods. It was needed to work with most mods that changes the value of scripts in them.

    It is needed for the new Regional Road to work with Regional Bridges by HyugaHinata.

     

     

    So any one version of that script will work for all the mods?  That would be great!

     

     

    Basically, the script didn't change anything to other mods. It was taken from ecogame folder, So its fine.

     

     

    Ah ok... that's great. Sorry for the confusion... there was no way to know if the script had something unique done to it for each mod, so this is good to know.  Cheers :)

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Afew of CapTon's mods use the same script file and having another mod with the same script (SimCity-Scripts_287520926.package) seems to break the others. An example is the Trade, Medical, Education, Ore and Coal mods. When I tried the education mod with the trade mod (education being the last one copied into the Data folder) the trade mod didn't work I could plop more storage but when it got to 5 one it would plop and then disappear. Any idea's for getting these to be compatible with each other?

     

    Edit:

    Ok I may be doing something totally wrong here but it appears to have worked. Rather than copy in the Script files in the mod zips I copied in the ones from the Eco folder and didn't bother with the mod specific script files. This seems to have worked, but am prob thinking this is how it is meant to be done and I should've paid more attention in the mod install demos.

    Share this post


    Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

    Afew of CapTon's mods use the same script file and having another mod with the same script (SimCity-Scripts_287520926.package) seems to break the others. An example is the Trade, Medical, Education, Ore and Coal mods. When I tried the education mod with the trade mod (education being the last one copied into the Data folder) the trade mod didn't work I could plop more storage but when it got to 5 one it would plop and then disappear. Any idea's for getting these to be compatible with each other?

     

    Edit:

    Ok I may be doing something totally wrong here but it appears to have worked. Rather than copy in the Script files in the mod zips I copied in the ones from the Eco folder and didn't bother with the mod specific script files. This seems to have worked, but am prob thinking this is how it is meant to be done and I should've paid more attention in the mod install demos.

     

    Since there are several mods that include this file in their download, it might be helpful for a special note on the instructions page (for all of them), explaining that it is not a mod-specific file and is actually one that comes from the game itself and just needs to be copied into a different folder.  I was certainly quite confused :P 

    • Like 1

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    I too was lost I had been installing the new script with each new mod all captons and the two smalljude was speaking of they all performed as described, increase & distibution I did notice rollbacks but they were working... so for the laymen... only the two scripts that come with Akar are needed for BOTH Akar Road Set and Regional Bridge to function?. And same for cap's mods too? And oppies Streetrunner Tram? After updates today All files Again I'm begining to have trouble with Regional udon bridges "No Bridges" & El train wont connect. Rail only freedraws then cant bulldose... so started cleaning out my files and have not resoved the problem yet so I thought I'd Start here. ANY Ideas??? although I've already pulled most mods out 'and have only fresh copy of akar road set scripts in...still no Reg. udon bridges or el train track hookups. Everything else seems to be working

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    I too was lost I had been installing the new script with each new mod all captons and the two smalljude was speaking of they all performed as described, increase & distibution I did notice rollbacks but they were working... so for the laymen... only the two scripts that come with Akar are needed for BOTH Akar Road Set and Regional Bridge to function?. And same for cap's mods too? And oppies Streetrunner Tram? After updates today All files Again I'm begining to have trouble with Regional udon bridges "No Bridges" & El train wont connect. Rail only freedraws then cant bulldose... so started cleaning out my files and have not resoved the problem yet so I thought I'd Start here. ANY Ideas??? although I've already pulled most mods out 'and have only fresh copy of akar road set scripts in...still no Reg. udon bridges or el train track hookups. Everything else seems to be working

     

    I wonder why you said "no regional bridges" because there is none at moment. Regional UDoN bridges coming soon by HyugaHinata. AND take note of mods that Akar are not compatible with.

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

    • Like 1

    Share this post


    Link to post
    Posted:
    Last Online:  
     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

    Share this post


    Link to post
  • Original Poster
  • Posted:
    Last Online:  
     

     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

     

     

     

    Hey Yayie .... how about we put a bit in the mod description section for all the mods that have these files - something like this:

    IMPORTANT NOTE: If you have more than one mod that uses the same file(s) in the SimCityUserData/packages directory, please note that you don't need to replace them. They are the same file and will work for all the mods that require them. 

     

    That sort of thing might be helpful as I think it's confusing for everyone who uses these mods (certainly was for me!).  :)

    • Like 1

    Share this post


    Link to post
    Posted:
    Last Online:  
     

     

     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

     

     

     

    Hey Yayie .... how about we put a bit in the mod description section for all the mods that have these files - something like this:

    IMPORTANT NOTE: If you have more than one mod that uses the same file(s) in the SimCityUserData/packages directory, please note that you don't need to replace them. They are the same file and will work for all the mods that require them. 

     

    That sort of thing might be helpful as I think it's confusing for everyone who uses these mods (certainly was for me!).   :)

     

     

     

     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

     

     

     

    Hey Yayie .... how about we put a bit in the mod description section for all the mods that have these files - something like this:

    IMPORTANT NOTE: If you have more than one mod that uses the same file(s) in the SimCityUserData/packages directory, please note that you don't need to replace them. They are the same file and will work for all the mods that require them. 

     

    That sort of thing might be helpful as I think it's confusing for everyone who uses these mods (certainly was for me!).   :)

     

     

    Will add them in the next update.

    Thank you.

    • Like 3

    Share this post


    Link to post
    Posted:
    Last Online:  
     

     

     

     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

     

     

     

    Hey Yayie .... how about we put a bit in the mod description section for all the mods that have these files - something like this:

    IMPORTANT NOTE: If you have more than one mod that uses the same file(s) in the SimCityUserData/packages directory, please note that you don't need to replace them. They are the same file and will work for all the mods that require them. 

     

    That sort of thing might be helpful as I think it's confusing for everyone who uses these mods (certainly was for me!).   :)

     

     

     

     

    Because I'm an Idiot... LOL Sorry I've Been shuffling files so long I'm loopey :rofl:Thanks Yayie your always so quick with your response.  But I did Just got the el train hooking up :) After a few claimed city's. So how about that lamen's term of how many scripts are needed for multiple mods that use same scripts???  I just want to be sure this time, so I'm waiting before I install anymore.

     

    Regarding the scripts (SimCityUserData/Packages), you can just add both of them there, if happen you download a mod and it contains the same scripts, you dont have to replace them. The actual changes is in the SimCityData.

     

     

     

    Hey Yayie .... how about we put a bit in the mod description section for all the mods that have these files - something like this:

    IMPORTANT NOTE: If you have more than one mod that uses the same file(s) in the SimCityUserData/packages directory, please note that you don't need to replace them. They are the same file and will work for all the mods that require them. 

     

    That sort of thing might be helpful as I think it's confusing for everyone who uses these mods (certainly was for me!).   :)

     

     

    Will add them in the next update.

    Thank you.

     

    that's good because it is confusing. BTW...I finally found the streets w/no trafficlights mod is causing the El Train tracks to be non operational, can't connect or bulldoze and maglev system starts working installed and reinstalled several times. to prove it. I don't know how long this conflict has been happening. Ive only recently updated and played since it came out

    Share this post


    Link to post
    Posted:
    Last Online:  
     
    On 8/18/2014 at 1:49 PM, Sim Shady 32 said:

    that's good because it is confusing. BTW...I finally found the streets w/no trafficlights mod is causing the El Train tracks to be non operational, can't connect or bulldoze and maglev system starts working installed and reinstalled several times. to prove it. I don't know how long this conflict has been happening. Ive only recently updated and played since it came out

    Hey Sim Shady, I don't know if you are still around on here but you have just solved a problem that I have been searching for a solution for the past 2 months!  I couldn't get my El to hook up and could not figure out why.  I re-installed all the mods, then uninstalled and reinstalled SimCity taking great care about the mods I was downloading and I was STILL having the same issue.  I can't wait to get in there and try removing the traffic light mod package to see if it solves my problem!  My Mag wouldn't work either.  It's so frustrating!!!!  So, if you are still around.... a HUGE thank you to you!!!!

    I sure wish that our modders were still working on Simcity 2013.  I only have my laptop and SC 4 nor Cities Skylines play well on it (too slow) and I would love more mods for SC2013!

    Have a great night!!!  ~Cassie

    Share this post


    Link to post

    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

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    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