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15 hours ago, SIM-ple Jack said:

All my maps are set at exactly sea level to prevent denting when placing ports. Raising or lowering terrain will destroy that height. Not an option.

I think you have misunderstood something. Either way the tests I suggested are simply to get to the bottom of things. You can do them in test cities or without saving, the results of which provide reliable data as to the root cause. None of these checks are going to ruin anything or change how you build/play.

Frankly since your issue is non replicatable, we can already say with certainty the lots themselves are NOT the problem. Something specific to your setup simply must be the cause. 


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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I tried replicating the issue but was unable to. At this point, I would suggest the following options:

-Try manipulating the problem area with the game's terrain tools

-Do a binary plugin search

-List what you have in your Plugins folder

-Send the city over to see if someone else can replicate the issue on the same tile. If it's specific to the city in question then it could be broken trees or an unidentified form of corruption.

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This is probably going to be my new favorite thread, I have so many little questions about the NAM features I don't use regularly.

Easy one to start (hopefully)....

 

How do I get the diagonal flex height transitions to work?  Based on what I've read various places, I believe diagonal flex height should work with RHW8, but I haven't been able to get them to work.  

 

EDIT:

I've also been trying to track down an interchange roundabout piece similar to this:

images?q=tbn:ANd9GcQ3k3HS2g2SPMC0-4ZgRmv

I know it is part of the MHO stuff, but I can't for the life of me figure out where it is located or if its even still available.. I double checked my NAM 42 installation and the maxis highway option was checked.  any guidance on where/if I can find this would be greatly appreciated


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@MOWS 4 U Going over your questions:

  1. The diagonal FLEX height transitions only work for RHW-2, RHW-4 and MIS. This applies to both the ramp style transition and the on-slope transition. The tooltip doesn't specify the extent of current supported networks.
     
  2. The roundabout interchanges for the MHO are under the Symphony Prefab Interchange Components. Use the TAB, Home and End keys until you found the roundabout interchange piece you want to use. there's different variants based on the  the elevations at which the highways connect.

 

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11 hours ago, Lucario Boricua said:

@MOWS 4 U Going over your questions:

  1. The diagonal FLEX height transitions only work for RHW-2, RHW-4 and MIS. This applies to both the ramp style transition and the on-slope transition. The tooltip doesn't specify the extent of current supported networks.
     
  2. The roundabout interchanges for the MHO are under the Symphony Prefab Interchange Components. Use the TAB, Home and End keys until you found the roundabout interchange piece you want to use. there's different variants based on the  the elevations at which the highways connect.

 

1.  DANG DARN FIDDLESTICKS!  I've built myself into a corner!

 

2.  I don't seem to have the Symphony Prefab tab, I must have forgotten to check the MHO box during installation.  I'll re-do the install and hopefully it will show up.

Thank you Lucario


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The grass is always greener on my side

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Hi guys, after 2 more years I decided to jump from nam36 to nam42, already looking forward to the 43 that I believe should be out in the next few weeks.I'm not a power user, so I installed (with the installer) without RHW (lowRAM), without NWM and without HSR. I have the following issues that I was unable to resolve and I need help. :ooh:

Note: during these tests, I used only these plugins simultaneously with NAM: SC4Fix.dll, SimCity 4 Extra Cheats Plugin.dll, SaveWarning_Disable_Exit_Quit.dat, DataView - Cori Parks Aura10.dat

61aaaa1570e13_sempilares1.jpg.09b67a03857af4dc74cf53c7d3fcdcbb.jpg
1. The draggable elevated streets (ERD) are without the pillars. Interestingly, when I used puzzle pieces (PP), the pillars appeared normally. The image shows 7,5m, but the same thing happens with 15m.  *:???:

61aaaa891bf34_semquinas2.jpg.jpg.4c76e9e328808f03f5c1fbdc66c92661.jpg
2. I really liked using the navigable channels (CanAM), but I couldn't find parts to make curves (internal and external corners) and, thus, be able to make the closures. Do they exist or for some reason they're not appearing to me? 

61aaaa85abb79_pessoassobreasaguas.jpg.300de5d6aed9dc88234b2f32b72845b8.jpg
3. Is it common for magical people to walk on water? (It's just a joke, this is not something I want to solve!) *:lol:

 

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"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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1 hour ago, carlosmarcelo said:

Hi guys, after 2 more years I decided to jump from nam36 to nam42, already looking forward to the 43 that I believe should be out in the next few weeks.I'm not a power user, so I installed (with the installer) without RHW (lowRAM), without NWM and without HSR. I have the following issues that I was unable to resolve and I need help. :ooh:

Note: during these tests, I used only these plugins simultaneously with NAM: SC4Fix.dll, SimCity 4 Extra Cheats Plugin.dll, SaveWarning_Disable_Exit_Quit.dat, DataView - Cori Parks Aura10.dat

61aaaa1570e13_sempilares1.jpg.09b67a03857af4dc74cf53c7d3fcdcbb.jpg
1. The draggable elevated streets (ERD) are without the pillars. Interestingly, when I used puzzle pieces (PP), the pillars appeared normally. The image shows 7,5m, but the same thing happens with 15m.  *:???:

 

 

Pretty sure I fixed this issue with the upcoming NAM 43... 

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I suspect because the pillars used on the draggable viaducts are borrowed from the RHW, that not having them installed would lead to them being missing.

Regarding CAN-AM, only four water tiles are transit enabled, straight, corner, t and + junctions. You can run a channel using these but the footprint and patterns won’t necessarily mirror the Canal itself. For example chaining the corners together with every other piece rotated 180 degrees will form a diagonal section.

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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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@carlosmarcelo: I just took a closer look at your screenshot and realised that you are referring to the canal sections needed to complete the corners. CAN-AM is not intended to be used standalone, you should have SG's original BSC Canals installed too. The NAM only includes a bunch of functional pieces, which allow for certain networks to easily cross canals, whilst keeping their ferry functionality. Whilst you can sort of make a complete canal with just the NAM included stuff, the original canals they are based on are necessary too.

I prefer the style of CALs remake, but I miss a lot of the neat addons that the original had. Anyhow I'd recommend you get the Base set, along with the additions, together they'll make great canal systems. I'd also recommend MattB325's Diagonal Addons, plus there are a couple extra pieces I made to go with it.

I do have an override that converts the 90° corner into a diagonal piece, which still works for corners, it just alters the path of the ferries, however it makes diagonal segments much more realistic. I should offer that up to everyone else at some point, I can't seem to get anything finished these days!

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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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On 03/12/2021 at 9:55 PM, redfox85 said:

Pretty sure I fixed this issue with the upcoming NAM 43... 

Thanks. Do you have a release prevision? *:yes:

18 hours ago, rsc204 said:

I just took a closer look at your screenshot and realised that you are referring to the canal sections needed to complete the corners. CAN-AM is not intended to be used standalone, you should have SG's original BSC Canals installed too.

Thank you very much, sorry for not being clear in asking the question.
I was never a fan of canals, but seeing the boat passing through the canal and it being useful in traffic, I was delighted. *:ohyes: Thanks for the download links and notes.

61ac7a3b4cb8f_comquinhas1.jpg.055952fa4d12c8639b2ef773eede3ac8.jpg
I already downloaded and liked the options, all very nice. *:thumb:


"Nenhum sucesso no mundo compensa o fracasso no lar." - "No other success can compensate for failure in the home."
Como fazer da sua família um time de sucesso! - How to make your family a successful team!
 

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Just to add, I've finally uploaded the diagonal override, see here for details/download.

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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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I'd like to report an issue I'm having with the FLUP puzzle pieces: The textures for the FLUP below RHW-4 are mysteriously missing. I discovered this recently on an underpass I made some years ago with an earlier version of NAM where they were still OK.

61b4afa91b730_InvisibleFLUP.jpg.a803d58f5d8b8ffc1b4243437f444afd.jpg

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11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

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1 hour ago, 11241036 said:

I'd like to report an issue I'm having with the FLUP puzzle pieces: The textures for the FLUP below RHW-4 are mysteriously missing. I discovered this recently on an underpass I made some years ago with an earlier version of NAM where they were still OK.

61b4afa91b730_InvisibleFLUP.jpg.a803d58f5d8b8ffc1b4243437f444afd.jpg

Thanks for the report. 

By the way you can replace these (except the grass FLUP) with the new FLEX and overridable FLUP pieces under the RHW/Highway menu. They are totally compatible with the old FLUP ramps, also supporting many NWM and RHW set-ups (like on your image).

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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This issue's been known for awhile, and reported a few times.  There was an IID conflict accidentally created when the new FLUPs were developed (the tunnel portals ended up using some of the same IIDs as the old RHW-2, RHW-4, and MIS Crossing Puzzle Pieces), so you're actually getting an invisible part of the new tunnel portals there.

I had fixed it at one point during NAM 42 development (IIRC) by re-IIDing the old puzzle pieces (which would mean that existing ones would have to be re-built), but it appears that fix somehow got erased somewhere in the process.

Fixing it the other way (re-IIDing the portals) means the new portals are going to have to be rebuilt.

As @Tyberius06 mentioned, the new FLEX crossings (located under the RHW FLUPs button on the Highways menu) can cover the functionality of all the old RHW crossing puzzle pieces, and then some.

-Tarkus

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Been trying to find the network tile ID for the alternate/expanded GLR network/textures (the two, one of which is grass), looked around the GLR dats in NAM but I haven't been able to identify it, anyone able to let me know? Thanks.

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3 hours ago, junspud said:

Been trying to find the network tile ID for the alternate/expanded GLR network/textures (the two, one of which is grass), looked around the GLR dats in NAM but I haven't been able to identify it, anyone able to let me know? Thanks.

The files for it are in NetworkAddonMod_GroundLightRailDrag_Plugin.dat, inside "2 Additional Network Features\Light Rail\Ground Light Rail".  The actual "extended" file in the subfolder simply contains the icon to access the alternate/extended styles.

The IIDs for GLR follow a pattern of 0x5F88ppwz, where "pp" is the Piece ID, "w" is wealth, and "z" is zoom.  Piece IDs 00-3F are for Standard GLR, 40-7F for Rural GLR, 80-BF for Alt GLR 1 (grass by default), and C0-FF for Alt GLR 2 (brick by default).  The Alt GLR styles are all model-based, and they basically have the tracks cut out as a top layer (all in the Piece ID range), and an underlay texture defining the rest of things.  The underlay texture for Alt GLR 1/grass is located at 0x5F888100-4, and the one for Alt GLR 2/brick is at 0x5F88C100-4.

Chrisim designed the Alt GLR sets such that it only took changing one texture to change the appearance of the set.

Hope that helps!

-Tarkus

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17 hours ago, Tarkus said:

The files for it are in NetworkAddonMod_GroundLightRailDrag_Plugin.dat, inside "2 Additional Network Features\Light Rail\Ground Light Rail".  The actual "extended" file in the subfolder simply contains the icon to access the alternate/extended styles.

The IIDs for GLR follow a pattern of 0x5F88ppwz, where "pp" is the Piece ID, "w" is wealth, and "z" is zoom.  Piece IDs 00-3F are for Standard GLR, 40-7F for Rural GLR, 80-BF for Alt GLR 1 (grass by default), and C0-FF for Alt GLR 2 (brick by default).  The Alt GLR styles are all model-based, and they basically have the tracks cut out as a top layer (all in the Piece ID range), and an underlay texture defining the rest of things.  The underlay texture for Alt GLR 1/grass is located at 0x5F888100-4, and the one for Alt GLR 2/brick is at 0x5F88C100-4.

Chrisim designed the Alt GLR sets such that it only took changing one texture to change the appearance of the set.

Hope that helps!

-Tarkus

It does thank you, working on adding the GLR centenaries to the grass one..

0x5F880000 is the ID for ortho straight GLR, so I'm hoping 0x5F888000 would be the ortho Alt GLR 1 ID.

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I hope this is the right place to ask.  I have the original SimCity4 and Rush Hour CDs and realized they weren't going to get me playing the game again, so i downloaded, installed and can play the Steam version.  I'd like to add the NAM42.  I DL'd it and added the Java part. (I'm running a fully updated Windows 10 on a gaming laptop I bought 3 months ago and had to select the "software" graphics option.)  When I launch the Windows NAM installer, I get a command window saying the 4gb patch was installed and press any key to continue.  I do and I see a square NAM logo that collapses to the task bar.  Then I'm stuck.  If I hover over the icon in the task bar it says it's the NAM installer, but I can't run it.

Hopefully I missed something simple.  Any help would be appreciated.

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2 hours ago, MudPuppy said:

I do and I see a square NAM logo that collapses to the task bar.  Then I'm stuck.  If I hover over the icon in the task bar it says it's the NAM installer, but I can't run it.

This suggests that it's actually running and the entry in the taskbar is the NAM installer. Usually clicking on the taskbar entry should bring the installer into focus, otherwise you could try to use the Alt-Tab menu and select it from there. In the event none of these work, it could be that Windows has opened the app or moved it to another display. In which case it appears like you aren't opening it, simply because it's elsewhere. For example if you've an external monitor that's currently off, or even perhaps on a different virtual desktop. Windows can be a little dumb with these things, but using Windows+Shift+Left/Right will move the selected app one screen left of right. It's certainly worth trying given the description of your problem.

If that doesn't help, open Task Manager and see if the App is running, I think it should be named InstallerTabs, but I'm going off what I see on a Mac, which might differ in Windows.


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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Thanks for the response.  Alt-Tab shows a black rectangle with only the NAM logo and goes to the desktop if I arrow over to it.  Task Manager shows that 'Open JDK Platform Binary' is running and if I click on 'greater than' symbol next to it "Network Addon Mod42 Install...' drops down below 'Open JDK Platform Binary'.  I tried the Windows - Shift - Left/Right idea but nothing happens.  I don't have any other displays, but I have used wireless to connect the laptop to my smart tv when I want more people to see what I'm looking at.  I checked 'Display' in settings, and it only shows Display 1.  Any further thoughts?

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Amazing.  I right clicked on the Installer in Task Manager and selected maximize and voila, the window opened.  It's installed.  Thanks again for the response.

Merry Christmas!!

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Is it just me or is LHD support for some new and old pieces spotty or just broken? I already posted issues with the RHW Width Transitions and the OWR and triple tile FTLs on the SC4D Discord...

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Would there be any way to replace textures for some road pieces, e.g. trams and FLUPS, to match SCILT sidewalk textures?

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24 minutes ago, dgplex said:

Would there be any way to replace textures for some road pieces, e.g. trams and FLUPS, to match SCILT sidewalk textures?

Hi!
SCILT is nothing to do with NAM in general. SCILT is a lotting texture override set. @CycleDogghave created a few new sidewalk mod based on popular base textures of that era (from BSC Textures sets) and he gave them SCILT support, also he covered the existing sidewalk mods with SCILT support (like Paeng sandstone or the Gobias HD sidewalk mods). Generally what you would need is @rsc204's Sidewalk NAM development kit (SWN) to match these additinal network textures to your sidewalk texture. But it depends on which sidewalk mod you use. Currently SWN only supports 3 sidewalk mod, but you can have the dev kit and you can create your own SWN version to match with your custom sidewalks. At least as far as I know.

- Tyberius

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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The real question is what sidewalk are you using or want in these pieces. Essentially my SWM repository allows you to use any sidewalk to automatically create such a mod. See the instructions (and links) on this thread.

As mentioned I have also released a few ready to install versions of SWN created using the same process, but all the tools to make a custom one are available.

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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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Hey, 

I used to play SC4 alot and stopped at NAM 36, I enjoyed using the custom Bullet Train (with all the additions, fences and all) instead of the Monorail, just recently started playing again and updated to NAM 43 and the Bullet Train was gone!

Is there any way to add the whole Bullet Train package from NAM 36 to my game with 43 installed?

Thanks in advance!

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    Hi @gbdias

    I believe the old-style installer placed the Bullet Train Mod in the old z___NAM directory. If you still have that, you can put the Shinkansen Mod from it into your Plugins in a way that it loads after NAM. I've used it this way, but yes, there are some things that may not be supported. Much has changed since NAM 36. Also, I don't recommend placing the entire z___NAM in your Plugins (just the Shinkansen Mod). There may be some other things in there that won't play nice with the newer versions of NAM.

    I will admit I don't use the Bullet Train Mod in an overly extensive way, so there could be other drawbacks I just haven't experienced. But it was a thought...

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    A wise man once said, "I am not yet a wise man..."

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    1 hour ago, gbdias said:

    Hey, 

    I used to play SC4 alot and stopped at NAM 36, I enjoyed using the custom Bullet Train (with all the additions, fences and all) instead of the Monorail, just recently started playing again and updated to NAM 43 and the Bullet Train was gone!

    Is there any way to add the whole Bullet Train package from NAM 36 to my game with 43 installed?

    Thanks in advance!

    In addition to the method @CaptCity mentioned, we're looking to re-release the Bullet Train/Shinkansen Mod and the Alternate El-Rail Mod as separate download "Legacy Plugins" at some point in the near future.  The packages have been undergoing testing and refinement amidst our normal NAM development cycles.

    We pulled them from the NAM starting with NAM 37, as the massive number of crosslinks between the various reskin-type items (including the Shinkansen and Alt El-Rail) were part of what caused our old installer to go full GLaDOS on us (part of why NAM 37 took 3 years), and we've never had the staff to fully support/maintain/update them, such that they can maintain full compatibility with all newer NAM features. 

    17 hours ago, Wiimeiser said:

    Is it just me or is LHD support for some new and old pieces spotty or just broken? I already posted issues with the RHW Width Transitions and the OWR and triple tile FTLs on the SC4D Discord...

    While those issues you reported were the product of an installation error, I'll note, NAM 43 had the most extensive LHD testing and compatibility development process of any NAM release in the past several years, thanks in large part due to the efforts of @Lucario BoricuaLHD support has admittedly been difficult for us for much of the past decade, particularly since ebina-san left shortly after the release of NAM 29, followed by the massive contraction of our development team in the late-2010s, but with recent efforts among our burgeoning cadre of NAMites to expand their skillsets, we've been able to begin taking larger swings in that area again.

    -Tarkus

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    Is there any way to remove the lamp post from the ped mall tile? I had a mod that removed it, but it no longer works, how could I remove it in the game files?

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    More About STEX Collections