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PLEX on the STEX - Community Support

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40 minutes ago, nickvon said:

Excellent!  Have you had a decent experience building waterfronts with PEG stuff?

I testet it here and there. Read the "Read Me" and you are save. Its realy easy to set those kind of Lots :-)

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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2 hours ago, nickvon said:

I am interested in checking out all of Pegasus' Industrial Waterfront content, but I'm noticing that alot is not officially supported and the dependency links are dead.  Am I imagining this or have I read somewhere that much of Pegasus' waterfront stuff is rife with bugs when concerning functionality?  I'm curious if I should go down this path or veer off in another direction.

Put simply, there is nothing at all wrong with any of Pegasus' content, it's some of the best around. Sadly, a lot of bad history and misinformation has spread pertaining to them, due to a issue known as Prop Pox. One file had a small modding problem, not that anyone could have reasonably foreseen such either, which caused much strife. The files on the STEX today have been fixed, so even that's no longer an issue.

Regarding lack of support and dependency links, simply a case of the original creator's site, Simpeg.com no longer being around. We've been working hard to get these things straightened out, hence community support. But actually everything still exists, it's just not as easy to get it setup as it could be.

But for my money, there is simply nothing like it out there for making such diverse and realistic waterfronts.

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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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3 hours ago, City_Slider said:

I testet it here and there. Read the "Read Me" and you are save. Its realy easy to set those kind of Lots :-)

 

3 hours ago, rsc204 said:

Put simply, there is nothing at all wrong with any of Pegasus' content, it's some of the best around. Sadly, a lot of bad history and misinformation has spread pertaining to them, due to a issue known as Prop Pox. One file had a small modding problem, not that anyone could have reasonably foreseen such either, which caused much strife. The files on the STEX today have been fixed, so even that's no longer an issue.

Regarding lack of support and dependency links, simply a case of the original creator's site, Simpeg.com no longer being around. We've been working hard to get these things straightened out, hence community support. But actually everything still exists, it's just not as easy to get it setup as it could be.

But for my money, there is simply nothing like it out there for making such diverse and realistic waterfronts.

Excellent!  Glad to read this.  They really do look seriously amazing.

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hey folks, any word on the .exe -> .zip migration for peg's stuff? it looks super neat and i'd really love to try it but i'm on a mac, so i can't run a lot of the installers. is there a .zip mirror somewhere or are there any reuploads?

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6 hours ago, valbot2970 said:

hey folks, any word on the .exe -> .zip migration for peg's stuff? it looks super neat and i'd really love to try it but i'm on a mac, so i can't run a lot of the installers. is there a .zip mirror somewhere or are there any reuploads?

Hi!

Currently I'm doing the Project ZIP for the LEX *.exe installer based contents and at one point I had the same for all the SIMPEG stuffs, but then I got a HDD crash in middle of January and although I didn't lose much, but the recovery process scrambled my files, so I need to mostly restart that organization project as well on both the LEX files and on the PEG files. At this moment I can not tell you when it will happen, simply because we are talking about thousands of files which needs to be extracted etc... it's a bit longer process.

However recently there was some discovery about extracting the clickteam installers without running the exe files and was discussed in this thread: 

That might be helpful, I don't know, I haven't tested.

- 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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On 28/02/2021 at 2:52 AM, Tyberius06 said:

Hi!

Currently I'm doing the Project ZIP for the LEX *.exe installer based contents and at one point I had the same for all the SIMPEG stuffs, but then I got a HDD crash in middle of January and although I didn't lose much, but the recovery process scrambled my files, so I need to mostly restart that organization project as well on both the LEX files and on the PEG files. At this moment I can not tell you when it will happen, simply because we are talking about thousands of files which needs to be extracted etc... it's a bit longer process.

However recently there was some discovery about extracting the clickteam installers without running the exe files and was discussed in this thread: 

That might be helpful, I don't know, I haven't tested.

- Tyberius

much appreciated! just from a cursory look at the code it seems to be a visual studio script, so i'm not sure i'd be able to run it on a mac, but i'll see what could be done with it. thanks!

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I was trying to download Paeng's ped mall and there's a Facelift mod that needs to be downloaded, and I've tried both links for that, and have not been able to make it work.  Is there an alternative link?
 

 

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I've got a copy here.

 

@Tyberius06: Is this another lost file or was this merged with the SAM?

 

Edit: File Link Removed.

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2 hours ago, Whte_rbt said:

I've got a copy here.

z_NAM_FaceLift_Mod.zip

@Tyberius06: Is this another lost file or was this merged with the SAM?

It's not a lost file. Apparently the Hide-Inoki site is down a bit again, or they moved to an other address. I don't know yet. It's nothing to do with SAM either. Nekopanchi's Japanese NAM FaceLift is a totally separate mod and it has multiple parts. That linked zip actually contains the Wide radius curve override, which has nothing to do with the PEDmalls. That's a different ZIP. @rsc204 wrote an english language install tutorial for the whole JPN NAM Facelift, though many parts of it, by now is really outdated and also some of the MGB mods are considered as improved versions of those parts. 

The PEDMALLs and the JPN stlye viaduct override with the additional on/off ramps and elevated Road/AVE parking lots are the one which still kind of usefull. 

Anyway, as I suspected, the site moved address which will be peachy to find and track down when more and more missing and broken link reports will show up refering to the hide-inoki site. 

@elephantsoap and @Whte_rbt

For the PEDmalls you need this link: http://hide-inoki.com/bbs/archives/sc4_0806.html and from that page the second downloadable content which also named as z_NAM_FaceLift_MOD.zip (but to understand, why, you actually need to read and follow the install instrutions, what I linked above, and also link it here:

@rsc204 please could you update, the links in the article with the new links from this list, thanks:

***************************************************************************************************

Admins ( @Cyclone Boom and @CorinaMarie) and STEX Moderators ( @matias93, @Terring, @rsc204), please be advised that the old address of the hide-inoki (HaS aka Ragu Taro's site) is changed. This is the new address:

http://hide-inoki.com/index.html

And this is the new address directly the custom content bulletin:

http://hide-inoki.com/bbs/archives/sc4_01.html

Mostly all APTX uploads can be found under this link:

http://hide-inoki.com/bbs/archives/sc4_0886.html

Ragu Taro's (HaS) own creations:

http://hide-inoki.com/bbs/archives/sc4old_01.html

NOB creations: 

http://hide-inoki.com/~nob/index.html

Neko Prop and Texture Sets:

These are not lost items! 

- 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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2 minutes ago, Whte_rbt said:

@Tyberius06: Cool. Do you want me to remove the zip file from the above post?

Yes please. Mostly because it's not the right zip. It's confusing, because many parts of the mod has the same ZIP designation though the readme advise the donwloader to rename them. 

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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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On 09/03/2021 at 12:04 AM, elephantsoap said:

I was trying to download Paeng's ped mall and there's a Facelift mod that needs to be downloaded, and I've tried both links for that, and have not been able to make it work.  Is there an alternative link?

Paeng's mod doesn't actually require (and would conflict with), the similar mod from the Japanese NAM Facelift. Both are essentially T21 mods, but if you want Paeng's Sandstone on your Pedmalls, that's why this mod was recommended.

On 09/03/2021 at 1:46 AM, Tyberius06 said:

That's a different ZIP. @rsc204 wrote an english language install tutorial for the whole JPN NAM Facelift, though many parts of it, by now is really outdated and also some of the MGB mods are considered as improved versions of those parts. 

Yes/No, the benefit of how the Jap NAM FL works, is that it will always pickup and use whatever Sidewalk Mod is in-use. But for the average user who isn't going to be shuffling different sidewalks around, using replacement textures, such as with SWN, is probably the easier solution. The other thing the Jap NAM FL mod adds, is multi-wealthed support for most of it's pieces, since T21s (the method used to add the sidewalks), can adapt to the wealth of the piece they are on.

I personally still use elements of the Jap NAM FL mod myself, it's mostly for very legacy NAM components, I covered how to use these mods together in the readme:

Spoiler

Legacy Texture Support

I am being asked frequently why my mods do not cover some of the legacy Puzzle Pieces from the NAM. The simple answer is for two reasons. First, many of these textures (mostly Road-based) have been replaced by Flex Alternatives, which match the installed sidewalk automatically. Secondly, because an existing mod, the Japanese NAM Facelift Mod already covers them. Since my mods are already pretty comprehensive, if you want the legacy Puzzle Piece based AVE, OWR & Road WRCs/FAR/Overpasses to show your sidewalks. Consider using this mod in addition to SWN, it's what I do. But outside of the FAR/WRC for Ave and OWR networks, everything is already covered if you use the new flex versions instead.

To help you with that, I've uploaded a full tutorial on how to install the Japanese NAM Facelift Mod, which you can find here. In addition, here are the parts of the mod you will want to install to complement SWN:

  • Part I - The "Basic" or Base Mod
  • Part II - Overpasses
  • Part III - Section 2 - Pedmalls
    If you wish to make use of the Light Pole Pedmall changes (T21 Mod), then install this too, but be sure to de-select the Pedmalls option when installing SWN.
  • Part IV - SAM No Grass and Alternate Railway Mod Add On
    If you want the grass removed from SAM networks, I would not recommend using this outdated mod, but instead my NGN Mod, which is compatible with SWN.
    If you use PEG's Alternate Railway Mod, you may wish to install the Add On for it.

Lastly, you should ensure if using the Jap NAM Facelift, that it too loads after the NAM, but also before my SWN mod. In short the load order would be NAM --> Jap Facelift --> My Mods. My recommendation would be create a folder named A - Jap NAM Facelift Mod, which you can place inside the z____MGB Mods folder, used by all my mods. That way everything will just work. You can of course choose to do things differently, but this setup is tried and tested.


 

On 09/03/2021 at 1:46 AM, Tyberius06 said:

@rsc204 please could you update, the links in the article with the new links from this list, thanks:

Thanks both for alerting me to this issue and especially for your consideration of posting the actual links themselves. Everything's now updated with working links again.

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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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Hello everyone,

just to make it sure... what is needed for the Paengs ped mall?

Regards, Oliver


<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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@City_Slider

On 2021. 03. 09. at 12:46 AM, Tyberius06 said:

For the PEDmalls you need this link: http://hide-inoki.com/bbs/archives/sc4_0806.html and from that page the second downloadable content which also named as z_NAM_FaceLift_MOD.zip (but to understand, why, you actually need to read and follow the install instrutions, what I linked above, and also link it here:

Quote

PART III - FLUPs and Pedmalls

In this part we will cover three more mods that will add your sidewalks to the FLUPs and PEDMALL pieces from the NAM. The three mods listed in the tutorial can be found on this page:

  • z_NAM_FaceLift_Mod.zip (05_NAMFaceliftFLUPs.zip)
    This Add-On will update your FLUPs to match your sidewalk.
  • z_NAM_FaceLift_Mod.zip (06_NAMFaceliftPedmall.zip)
    This mod adds a variety of different pedmall styles.
  • z_zNAM_PedBridge_Chg_JPN_Mod.zip (07_NAMFaceliftPedbridge.zip)
    This mod contains replacement pedmall bridges.

Note: For the files you download, you should rename them to match the filename in brackets above. Otherwise you won't understand which I'm referring too later.

2- PedMalls
 
In your Road Menu, there is an item named "Pedestrian Mall Tiles". Here are a number of single-tile pieces, that can be placed together to form a pedestrian-enabled walkway. Further information on the usage and limitations of which, are provided in the NAM documentation.

This mod will make the first two of these Pedmalls match your Sidewalk. It will additionally replace the light pole pedmall, with a more flexible piece. Every time you plop one, one of over 20 possibilities is chosen at random. If you move away from the tile after placing such a pedmall, then return to the same spot and click once more, you can cycle through the options.

Open the file we renamed to "06_NAMFaceliftPedmall.zip", then open the "z_NAM_FaceLift_Mod" folder. You should also have a second window with the folder we created in Part I, "z____NAMFacelift", in your Plugins folder. Move the 4 folders from the zip into your z____NAMFacelift folder. As in previous parts, overwrite any files it says are duplicates and merge the folders. When finished the new readme will be in the same convenient location as the other mods and you are ready to go and test the results. 

Note:

  • Due to the way Pedmalls are designed, if the wealth of surrounding buildings change, then any adjacent pedmalls will change design.
  • If you want to try a different set of Pedmalls, check out Paeng's alternate version (Add On).

 

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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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Thanks a lot Tibi... only asking to make it sure... now i´m sure ;-)

Oliver

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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Woohooo... *dothehappydance*...

I found the DVD with all the PEG Files on there happy-times-smiley-emoticon.gif

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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Like you know, i´m installing all the PEG Files. Now i am at a Point, where i ask myself, if the SPAM Access Roads is needed? Or are they in the NAM (SAM).

Regards, Oliver

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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17 minutes ago, City_Slider said:

Like you know, i´m installing all the PEG Files. Now i am at a Point, where i ask myself, if the SPAM Access Roads is needed? Or are they in the NAM (SAM).

Regards, Oliver

SPAM Access roads are like the currently unavailable MTP Access roads. Pure eyecandy non-functional lots as far as I know. They are not in them NAM

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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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Thanks for letting me know. Isn´t easy to handle all this new Stuff.

*Edit* Just tested it out... and yes, it looks so ;-)

test.jpg.e8b9bd28351551c41c2e3307da2034dd.jpg

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<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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Just a bit more on the SPAM vs. MTP access roads. The MTP roads have the texture of Peg's gravel streets and the SPAM are dirt. 

nClmHpJl.pngupHCChwl.png

 

While both sets are mostly eye-candy, they both contain a straight section that is transit enabled to give the appearance of connecting to the roadway. 

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

Endless Road 4.jpg

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I wont use this "Roads" anymore, They arent helpful.


<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

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Yes, they weren't designed for actual traffic but to give the appearance of a way to get from a road or farming structure to fields/farmland. In the game, the fields would still need a road connection on one side at least, but in real life, fields weren't always running along a road. These access roads could be used between fields to be more realistic in such a setting. 

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

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The SPAM mod is really good, but I wish there a way I could control what exactly grows on the farms. It's a bit jarring seeing peaches and oranges grow in what is supposedly a temperate map.


Formerly known as biff.

YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!

The Comprehensive SimCity Music Collection V3.1 | SimCity 2000 Music ReTexture (not mine, I just think it's neat) | Uploader of the first SimCity 2000 file on the STEX

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I'm having a weird issue with - Paeng's PedMall Parks.  Messing around and put on each side of the City Hall, so it overlooks mountain edge, but the PED tiles change once I hit play.

 

 

 

https://i.imgur.com/XIO0FId.jpeg

 

 

 

https://i.imgur.com/jqkVifb.jpeg

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This is simply the T21 wealthing being applied. After you unpause, see how some of the pedmall tiles have changed colour? This means they are now a higher wealth, which makes the T21s refresh and alters their looks. Bear in mind these are not static lots. You’ll just have to re-select the pedmall tool and re-click in them until the appropriate pieces return. But if you are decorating an area with them it’s better to do that after development is stable. That way you won’t need to remake them. 

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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 could have sworn there is a PEG MTP / Logging theme missing.  There used to be a 2x2 Meadow with the normal textures but there were Tree Stumps in the Meadow that mixes well with the Logging stuff.  There is a 2x2 Logging Scene with equipment but the one I'm talking about is like that but without the equipment and just Tree Stumps.

 

There is a 1x1 Pile of branches, but that is not it either

 

I think it got lost between update versions and was removed in newer update

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On 10/18/2021 at 4:16 AM, Max4k said:

I could have sworn there is a PEG MTP / Logging theme missing.  There used to be a 2x2 Meadow with the normal textures but there were Tree Stumps in the Meadow that mixes well with the Logging stuff.  There is a 2x2 Logging Scene with equipment but the one I'm talking about is like that but without the equipment and just Tree Stumps.

The PEG MTP / Logging theme missing files you are referring to may be this file PEG-MTP Mayor Mode Logging Scenes.  It contains 6 ploppable logging prop themes.

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Good nite, guys. This is gonna be kinda long, I hope is not too much. Ive used these lots and mods in the past with quite different results, the only different thing im doing this time is using the DatPacker for some lots. Im gonna go in order.

First, PureNo7 texture is missing, I see is the same texture as in the rest of the lot, it shouldnt be different but its not there, I have all dependencies for this as well as for Pure Basic Pack, which i datpacked but later unpacked to see if this was solved but noup.

61f4af020032d_Capturadepantalla(8).jpg.7f1a837b002e7a3c22f68fedd42286f9.jpg

 

Second: the Lexington revisited is not showing at all. I have the zero boxes mod so it shows like this but as you can see, i have the models and the file from Paeng in the same folder. I moved them there because i had the 2 models listed as dependencies in a separated folder and they still were missing.

61f4af1278990_Capturadepantalla(10).jpg.6176c601f817741a6f376b427958c4b1.jpg

61f4af167c78d_Capturadepantalla(16).jpg.8f8bc665746ad1515f4cb37243fa77dd.jpg

Third, the Sandstone mod is giving me a hard time, even though I read all the instructions as the last time I downloaded it but now this is happening:

61f4afa8cae31_Capturadepantalla(9).jpg.46d312e45f1989e7b62cc9bf8fa59054.jpg

61f4afb199a9e_Capturadepantalla(11).jpg.ab9c9161744b331ec679f513026272cd.jpg

61f4afc73d8ac_Capturadepantalla(13).jpg.29c3d53285e2f2e351b139b371842049.jpg

61f4afcd36950_Capturadepantalla(15).jpg.d6cb3cb3f7cefa4ce1214854bdca2cb0.jpg

As you can see, I used the One For All option so all lots show the medium wealth texture, but its no the case. I repeat, this is exactly how I used to have it in my old Plugins folder, and the lot that shows rural was medium, as well as the maxis parks and bike paths. This is beyond my comprehension :( I don't want to go any further without asking for help maybe concerning the datpacking thing without proper knowledge on how to datpack as it says in NAM texts. Thanks in advance, I hope this is not a long or poor detailed post, or just a glass half full in which im drowning myself. 


  Edited by b9117w  

Update issue, adding other matters to avoid extra posts.

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9 hours ago, b9117w said:

Good nite, guys. This is gonna be kinda long, I hope is not too much. Ive used these lots and mods in the past with quite different results, the only different thing im doing this time is using the DatPacker for some lots. Im gonna go in order.

First, PureNo7 texture is missing, I see is the same texture as in the rest of the lot, it shouldnt be different but its not there, I have all dependencies for this as well as for Pure Basic Pack, which i datpacked but later unpacked to see if this was solved but noup.

61f4af020032d_Capturadepantalla(8).jpg.7f1a837b002e7a3c22f68fedd42286f9.jpg

 

Second: the Lexington revisited is not showing at all. I have the zero boxes mod so it shows like this but as you can see, i have the models and the file from Paeng in the same folder. I moved them there because i had the 2 models listed as dependencies in a separated folder and they still were missing.

61f4af1278990_Capturadepantalla(10).jpg.6176c601f817741a6f376b427958c4b1.jpg

61f4af167c78d_Capturadepantalla(16).jpg.8f8bc665746ad1515f4cb37243fa77dd.jpg

Third, the Sandstone mod is giving me a hard time, even though I read all the instructions as the last time I downloaded it but now this is happening:

61f4afa8cae31_Capturadepantalla(9).jpg.46d312e45f1989e7b62cc9bf8fa59054.jpg

61f4afb199a9e_Capturadepantalla(11).jpg.ab9c9161744b331ec679f513026272cd.jpg

61f4afc73d8ac_Capturadepantalla(13).jpg.29c3d53285e2f2e351b139b371842049.jpg

61f4afcd36950_Capturadepantalla(15).jpg.d6cb3cb3f7cefa4ce1214854bdca2cb0.jpg

As you can see, I used the One For All option so all lots show the medium wealth texture, but its no the case. I repeat, this is exactly how I used to have it in my old Plugins folder, and the lot that shows rural was medium, as well as the maxis parks and bike paths. This is beyond my comprehension :( I don't want to go any further without asking for help maybe concerning the datpacking thing without proper knowledge on how to datpack as it says in NAM texts. Thanks in advance, I hope this is not a long or poor detailed post, or just a glass half full in which im drowning myself. 

Let's go through on this. 

PureNo7 - the missing texture is coming from the WMP Mega Textures v1.02 (formaly from one or more of the single wmp texture packs). I don't know why the DATpacking killed only one of the textures and left the other intact... (by the way this is not listed on the download page and in the readme, but it's gonna be fixed)

The Lexington revisited - Hm... it seems that the building props are missing, which means that your DAT doesn't contain the growable lot. Paeng stored the prop descs into the paeng_R$$$4_7x11_The Lexington_GROW_3e7af4a4.SC4Lot file instead of the resources.dat file (by the way the naming on this is pretty unfortunate, but this is something that I want to address with the ongoing PEG/PLEX/Paeng updates.) I attached a paengs_lexington_revisited_resources.dat file. Replace the resource.dat in the resource_KEEP folder with this attached file. 

Sandstone - it's probably not the sandstone mod, but rather you are using one of @rsc204's TGN Mod (the looks of it on the Lexington lot it seems to be the Gobias Berner Oberland version of the TGN). I'm not 100% sure, but that can cause such conflicts, becuase I vaguely remember I had similiar overriding issues in the past. It's not the full mod, but one of the LOT texture override file, which might override the paeng sandstone OfA.

EDIT: I remember using this 

to create my own unified sandstone override of the maxis textures with the medium wealth version. I attached a second file (Heretic MGBs SWN Unified Texture Override.dat) it should work in your case, but it needs to load last (after Paeng Sandstone and after the z____MGB Mods folder). I think most of the cases it will sort your wealth texture issues out on these lots. 

What I can say in general. It's pretty tedious and buzzkilling thing to do, but you need to better organize the contents in your plugins. Just because a readme/description says unzip everything into the plugins, you should NOT directly follow this general and outdated advice. Rather (just staying with paeng) create a Paeng parent folder and when you unzipping/coping his contents, copy those files into this Paeng parent folder. But this is true with other content creators too, where there isn't proper folder structures provided. Like BSC and generally most of the Pegasus contents they have their own provided folder structures. Ideally all the custom content creators should have organized their stuffs similary, but we are not living in an ideal world. 

- Tyberius

paengs_lexington_revisited_resource.dat

Heretic MGBs SWN Unified Texture Override.dat


  Edited by Tyberius06  

additional information and attached file
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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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12 hours ago, b9117w said:

First, PureNo7 texture is missing

See this comment on the file, the missing texture is from a WMP pack, which is still available. Since I have editing rights these days, I'll update the listing for anyone else, since comments tend not to be so easily seen.

But it is worth noting that if you have problems, the comments often contain solutions where other users have run into the same trouble, so are worth checking in such cases.

Clearly beaten to the punch by Tibi :) - but just a few things to add...

12 hours ago, b9117w said:

As you can see, I used the One For All option so all lots show the medium wealth texture, but its no the case. I repeat, this is exactly how I used to have it in my old Plugins folder, and the lot that shows rural was medium, as well as the maxis parks and bike paths. This is beyond my comprehension :(

Actually I suspect that's happened because you are using the MTRDK part of my SWN mod. Whilst you can change the default options as part of Paeng's Sidewalk mod, it's near impossible to account for every possible setup with a mod like SWN. Thus everything in SWN will be based on (the default) use of all three wealth textures.

I've ran a special set of the relevant files that match the $$ Wealthing only setup you are using:

SWN - MTRDK_PSS_$$_Only.7z

Simply replace those files from this package that are part of your SWN install (in Lot Textures folder). Otherwise you could simply get Paengs 1Tex mod files to load after SWN, which will at least get the bulk of things how you want them without loosing some SWN updates.

Note that the MTRDK and any other component of SWN can be customised by downloading the SWN Repository. Making custom files, you can assign any textures to each of the three wealths to match the setup you want to use, regardless of which Sidewalk you have. But specifically for the Maxis LE Textures involving Sidewalks, the separate STEX release of MTRDK, may be simpler although it lacks the other (non Maxis) Lot Texture overrides included in the full SWN repository. Whilst most of SWN (Transport Textures) doesn't really benefit from such customisations, the Lot Textures will especially if you are using a non-default setup, the option exists to make custom overrides that better match your personal setup.

3 hours ago, Tyberius06 said:

the missing texture is coming from the WMP Mega Textures v1.02 (formaly from one or more of the single wmp texture packs). I don't know why the DATpacking killed only one of the textures and left the other intact... (by the way this is not listed on the download page and in the readme, but it's gonna be fixed)

A little history, but indeed there were some texture ID conflicts between the WMP packs at some point, which may explain this.

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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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