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crishy

Residential ploppables

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Can someone refresh my mind of that mod that allows you to plop Maxis buildings in game and whether or not it will allow residential ploppables to be put in game?

 

If it does not then recommendations of ploppable big low density estates (i.e. Beverly Hill style mansions) are appreciated!

 

Yea I am aware of the residential glitch if you just plop residential "functional" lots as opposed to landmarks but either way I am just care about how the final result will look like and not really if there are any sims living there at all.

 

And no, zoning is out of the question as this is the reason I am looking for ploppables in the first place, mansions will very rarely appear zoning configurations 2 x 2 or larger are dominated by Asian style low density residential blocks (which I love and fit well in most places but not in said very rich neighborhoods).

 

Thanks in advance!

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As far as plopping residential functional buildings, they will abandon quickly be become black and ugly looking.  You can plop non-functional landmark residential buildings, but there few of this type available.

 

If you just want to 'plop' a city, then you will have to use all non-functional landmarks.  Otherwise if you plop functional commercial and industry buildings, you will not have any residential population to support them and they will also abandon.  If you don't want them to abandon, then you will have to zone at least some residential in the city, or zone residential in a neighboring city and have the sims commute to your 'plopped' city.


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The facility to do this lies in the Extra Cheats DLL using the Lot Plop and Building Plop commands.  Residential doesn't work.

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    Thanks again I am actually trying to now plop the selected building from the list but nothing seems to work... What button or place do I have to enter or click in the list so I can be able to place the selected stuff in the map?

     

    And yes, as I said I am aware they will not be functional, better that than spending hours demolishing and rezoning to get said mansions instead of high density low rise Japanese housing.

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    Yes and no, I think you are missing the key problem here, which is simply that no matter how you cut it, plopping residential simply will not work, worse still it will totally break your game if you are not careful.

     

    The best solution would be to change the tilesets of the buildings so that you could select in-game which building would grow.

     

    For example let's say in total you had 2 types of lots that you may want to grow on a particular zone size. If you set the tileset of all the Asian Low Wealth buildings to say "Chicago" and the mansions to "New York" you could zone the right sizes, unselect the tileset you don't want to build (so in this case untick the Chicago tileset) and then the Asias buildings (along with all Chicago tileset ones) simply can not grow anymore. When you get the building you desire, ensure you set Make Historical and you can safely turn the disabled tileset back on. Conversely you could stop the mansions from growing where you wanted the low wealth buildings.

     

    There are however, two caveats to this problem:

     

    Firstly, you need to be able to mod the files to change the tilesets manually (it's actually really simple, although requires something like SC4 Tools or the Reader to do).

     

    Secondly, just because you want a certain building, does not mean the conditions for it are right in the given area, this can be a particular problem in newly zoned areas where no growth has ever occured, usually the stages will increase but it can be a long wait sometimes to get what you want.


    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

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    As I said it I do not mind the not working part.

     

    And why it might brake the game? Skewing RCI? Considering this will be done only in a few neighborhoods in a very large region this is a risk I am more than willing to take.

     

    Anyway I was able to figure out how to make the list work (some selections cannot be used) so I I guess /close thread. Thanks for the help again.

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    It might break the game beause soon after you plop those residential buildings they get the No-job zot and start to abandon. If you get carried away and plop your whole city then you are going to need a lot of cleaning up to do. The best way to make use of plopping residential buildings are these two steps:

     

    1. Make sure you plop a residential building on top of an existing residential building (wealth and building stages do not matter)

    2. Make sure you have a very good developed mass transit network near-by, or at least good road connections.

     

    Otherwise you will see black abandoned buildings everywhere :)

     

    The only drawback to this method is that you cannot see where the sims from that plopped building are commuting to.

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    Thanks for the suggestion. I might just do that in these neighborhoods.

     

    Though I have a number of zoned residentials across the region that are abandoned but still there because I made them historical haha. As long as they do not visually degrade I am ok with them haha. Dilutes a bit the overpopulated households lol.

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    My only comment here is that I never plop residential no matter how much I would like to.  I simply can't be bothered with all the maintenance this takes.  I do plop some C and some I, but not much.  I'd rather manage the zoning with care, and monitor for what I want.

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    Beware: Emancipated user.  No Windoze for me.
    The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

    Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
    Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
    If you always do what you've always done, you'll mostly get what you've always got.
    JohnNewSig.gif
    "We have met the enemy, and he is us" - Walt Kelly

    Come join us at the Moose Factory

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    My experience is that no matter how you plop residential, they are always doomed to abandonment, although if done in the way suggested above it can take a little while before you see this. The reason you can't see the sims leaving for work is because there are no sims, thus they are not taking up jobs either. The issue comes from the way R Sims commute, C & I only have to accept sims traveling into the lots and this works differently to R where the sims have to leave a lot. The way the game is programmed it is simply not possible for sims to leave a building that has not itself grown next to a suitable transport network (Streets, Roads, OWR and Ave). The same effect can be seen with the NAM Pedmall pieces, because they are not true roads, it is impossible to grow Res buildings with no other road access next to them, unlike C/I where the sims can enter from pedmalls provided a suitable Transit Switch is present.

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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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