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PLEX on the STEX - Community Support

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Thank you, thank you, thank you both @Tyberius06 & @rsc204, all problems have been solved :) also thank you for the advices, I'll try to follow them as best as possible, for adding the link for the texture and for providing those dats and zip. Thanks again *:golly:

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Hi! I'm having some issues with some files that I believe are from the PLEX: Paeng's Sandstone boosters, truthfully, I don't even remember where I downloaded them (an attachment?), I can't find them but here's a picture of the troubling lots for reference:

SSt-Gridbusters.jpg.ec6987086352e4b9fb331af8542d5e92.jpg

I have all the needed dependencies and yet, the diagonal extenders show as brown boxes in game, the strange thing is that when I open them in PIM-X they show up correctly. What that tells me is that the game itself isn't loading the props or there is some conflict with another plugin that is loaded by the game but not by PIM-X (since it's only loading one folder) I'll test some stuff but if anyone has any idea what the issue may be or where to find the file (in case I somehow installed it wrong) I'd be grateful. Thanks!


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3 hours ago, Edvarz said:

Hi! I'm having some issues with some files that I believe are from the PLEX: Paeng's Sandstone boosters, truthfully, I don't even remember where I downloaded them (an attachment?), I can't find them but here's a picture of the troubling lots for reference:

SSt-Gridbusters.jpg.ec6987086352e4b9fb331af8542d5e92.jpg

I have all the needed dependencies and yet, the diagonal extenders show as brown boxes in game, the strange thing is that when I open them in PIM-X they show up correctly. What that tells me is that the game itself isn't loading the props or there is some conflict with another plugin that is loaded by the game but not by PIM-X (since it's only loading one folder) I'll test some stuff but if anyone has any idea what the issue may be or where to find the file (in case I somehow installed it wrong) I'd be grateful. Thanks!

Hi!

I would recommend you to download the slightly modified version from @rsc204 in this post:

It will be rehosted eventually. Otherwise the brownbox is happening becuase of Paeng sometimes used dummy model(s) for the building exemplars, mostly it was the @onlyplace4's BLaM Blank Building, but sometimes different ones. I think this upload had this as additional dependency, however RSC204 changed this to one of the default maxis ones. 

- 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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Hi, I installed PEG Power Tower Pylons and it points here for support. I found out the diagonal (only) pylons at zoom 4 are still "candy-stripped". Also, there are two clear shades of gray. I don't know if it's an easy fix for anyone but I'd appreciate it.

Spoiler

6318f2d5002a8_Zaranbuwest-Nov.2031662579308.png.1c644e250cd8d19bab4119e5d70b93ac.png

 

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@Zasco

An astute observation there. It so happens a while ago @CorinaMarie created a little-known fix as she posted about here. *;)

We really ought to get this fix restored onto the STEX entry so it can be downloaded by people.

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13 hours ago, Tyberius06 said:

I would recommend you to download the slightly modified version from @rsc204 in this post:

Thanks for the help, as always, Tyberius. However, this version has the exact same problem, the lot shows no props or textures and even the brown box looks weird

6319018658423_Errordiagonales.jpg.00d58d8cd4c3551e919f4ec53f5c7c76.jpg

I think I may have figured out the problem, though. The building exemplars seem to be linked to a parent cohort, which I thought was weird and reminded me of a very old problem that some very old lots have, which is that they show up empty in game or with a few weird props. IIRC these problems were caused by a blank building exemplar which had residual properties (namely the cohort association). I'll try poking around to see if I can fix it.63190205bb2f1_ErrordiagonalesPIM.jpg.f17cd2850067fd4a1147aac78d846e53.jpg

EDIT:

So that wasn't it, deleting the cohort association only broke the thing, plus, the other lots have it and they work fine. I tried renaming my Plugins folder and doing a test runing the game with just this file and it worked, so it must be a conflict with something I have in my 4.3GB folder (jeez!) I do not look forward to finding the conflicting file...


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2 hours ago, Edvarz said:

Thanks for the help, as always, Tyberius. However, this version has the exact same problem, the lot shows no props or textures and even the brown box looks weird

6319018658423_Errordiagonales.jpg.00d58d8cd4c3551e919f4ec53f5c7c76.jpg

I think I may have figured out the problem, though. The building exemplars seem to be linked to a parent cohort, which I thought was weird and reminded me of a very old problem that some very old lots have, which is that they show up empty in game or with a few weird props. IIRC these problems were caused by a blank building exemplar which had residual properties (namely the cohort association). I'll try poking around to see if I can fix it.63190205bb2f1_ErrordiagonalesPIM.jpg.f17cd2850067fd4a1147aac78d846e53.jpg

EDIT:

So that wasn't it, deleting the cohort association only broke the thing, plus, the other lots have it and they work fine. I tried renaming my Plugins folder and doing a test runing the game with just this file and it worked, so it must be a conflict with something I have in my 4.3GB folder (jeez!) I do not look forward to finding the conflicting file...

Something is conflicting in your plugins folder. I've just tested the version which was shared by @rsc204 and it's working fine. I haven't seen brownboxes. Is it possible that you've already had a version of this installed in your plugins folder somewhere. Maybe under a different name? Did you try to run a search on the plugin folder with one of the filenames? Maybe they are hiding some subfolders. 
The modified lots are using a maxis blank model, though the RKT should be 1 with the 0x00000000-0x000.... maxis dummy. Probably it would be better to use the other generic maxis dummy for the RKT-0 which is 0x5ad0e817,0xbadb57f1,0x0e110000. 

You could change the RKT-0 values in reader to this 0x5ad0e817,0xbadb57f1,0x0e110000 model TGI, but I still think that you might have a duplicate older version somewhere in your plugins.

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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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28 minutes ago, Tyberius06 said:

Something is conflicting in your plugins folder

Found it! It was a bit of a mess. I read along the thread you posted previously (the one with the attachment) and saw someone had the same issue caused by an override file from MGB's diagonal filler set (Paeng-KS SandstoneProp Overrides.dat). I was sure I didn't have it but it turns out I did, I failed to remove it when updating MGB's filler set to version 2, a while ago.

Now, I guess I should explain, I know the author has advised not to use those sets simultaneously since both do the same thing, but I wanted to see if I could have them both work together because there are still some lots with baked in sandstone textures that I use, namely murimk's NAM curve fillers. As I understand it, those are models, so they can't be overriden and I wanted some uniformity alongside those. Like this:

TRNx8tc.jpg

Anyway, thanks a bunch, @Tyberius06!

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On 08/09/2022 at 2:01 AM, Tyberius06 said:

The modified lots are using a maxis blank model, though the RKT should be 1 with the 0x00000000-0x000.... maxis dummy. Probably it would be better to use the other generic maxis dummy for the RKT-0 which is 0x5ad0e817,0xbadb57f1,0x0e110000. 

On 08/09/2022 at 3:18 AM, Edvarz said:

I know the author has advised not to use those sets simultaneously since both do the same thing, but I wanted to see if I could have them both work together because there are still some lots with baked in sandstone textures that I use, namely murimk's NAM curve fillers. As I understand it, those are models, so they can't be overriden and I wanted some uniformity alongside those.

So the basic problem with Paeng's Overhanging fillers causing the brown boxes, is simply that the original lots make use of a blank or dummy model. The brown boxes occur when you don't have these models (dependencies, although not mentioned), installed. I therefore changed them so that they reference a null key, this isn't simply an invalid ID, the game knows to treat such a key in a special way. In much the same way you can change the link to a different blank model (the Maxis ones for example). In theory all of these methods end up with an identical result, but why use a 3rd party blank model, when you can have less dependencies and keep things simpler, right?

The reason the brown boxes didn't alter with my updated files is that to update the referenced model (RKT ID), it is necessary to bulldoze and re-plop the lots manually.

Regarding the fillers by murimk for NAM curves, there is no easy solution to replacing the originally baked-in sidewalks. Frankly, times have changed since these were created and the more modern draggable WRCs include full wealthing, so such pieces are no longer as necessary. The sidewalk-adaptable models are made very differently from typical BAT models, I did create an equivalent for all the shapes used in Paeng's set, but I never got around to those by murimk. Unfortunately using the newer NAM WRCs won't retain the extra details such as the underpasses, benches and other street furniture. However since these are part of the same model as the sidewalk, there is no way to separate 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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10 hours ago, rsc204 said:

So the basic problem with Paeng's Overhanging fillers causing the brown boxes, is simply that the original lots make use of a blank or dummy model. The brown boxes occur when you don't have these models (dependencies, although not mentioned), installed. I therefore changed them so that they reference a null key, this isn't simply an invalid ID, the game knows to treat such a key in a special way. In much the same way you can change the link to a different blank model (the Maxis ones for example). In theory all of these methods end up with an identical result, but why use a 3rd party blank model, when you can have less dependencies and keep things simpler, right?

Makes complete sense, I've used the Maxis blank model and with it there really isn't any need for those blanks, or for the boxes people used to make for dummy models, it's a good idea.

10 hours ago, rsc204 said:

Regarding the fillers by murimk for NAM curves, there is no easy solution to replacing the originally baked-in sidewalks. Frankly, times have changed since these were created and the more modern draggable WRCs include full wealthing, so such pieces are no longer as necessary. The sidewalk-adaptable models are made very differently from typical BAT models, I did create an equivalent for all the shapes used in Paeng's set, but I never got around to those by murimk. Unfortunately using the newer NAM WRCs won't retain the extra details such as the underpasses, benches and other street furniture. However since these are part of the same model as the sidewalk, there is no way to separate them.

Yeah, I figured those were part of the model, hence why I was so bent on making the sandstone fillers work, later I discovered that your filler set actually has a texture that completely matches the one on Murimk's models so I could have gotten rid of the problematic prop by using yours instead, oh well...

About the WRCs, it's great that they're wealthified, certainly, though one of the reasons I have for using Murimk's filler set is that they show the low wealth grass texture when they're next to plopped lots, and in urban settings it looks a bit weird and can throw off the visual coherence, but that's just the detail freak in me talking. :lol:

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1 hour ago, SIM-ple Jack said:

Where would that be located?

If you use PIM-X it's under Resources - Other Models on the left menu, I don't use the original LE so I wouldn't know how to find it there.

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46 minutes ago, Edvarz said:

If you use PIM-X it's under Resources - Other Models on the left menu, I don't use the original LE so I wouldn't know how to find it there.

2 hours ago, SIM-ple Jack said:

Where would that be located?

With Maxis LE it is a two step thing since it doesn't edit/create building exemplars it uses building exemplars (based on models). PIM-X allows you to create building exemplars (similarly how Maxis PIM does) and it's lot editor (called Lot Editor-EX) let you do the lotting.

In Reader you can change the Resource Key Type property and change the model TGI to this: RKT-0 0x5ad0e817,0xbadb57f1,0x0e110000. That's the most common blank model. 

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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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Hello. If the below link is the latest missing list, I think I have some missing files.

 

NBVC Lumber Yard

https://cafe.naver.com/simcitysquare/43213

 

PEG CDK-OWW Ferry Landing

https://cafe.naver.com/simcitysquare/42915

 

PEG CSK Add-On 2: A Means to an End

https://cafe.naver.com/simcitysquare/42916

 

PEG MTP Avenues (NOT SURE)

https://cafe.naver.com/sim4kiki/8804

 

peg_rt_cdk (missing missing file?)

https://cafe.naver.com/sim4kiki/74

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And is it Parking Lots Vol 02 by Paeng?

parking_v2_plex.jpg.a038926f87af4f2d31b1bb84f044a571.jpg


Hello, I'm a staff of Korean SimCity and Cities: Skylines (and other city-building games) community SimCity SQUARE (심시티 스퀘어)

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2 hours ago, vlzkcb said:

Hello. If the below link is the latest missing list, I think I have some missing files.

 

NBVC Lumber Yard

https://cafe.naver.com/simcitysquare/43213

 

PEG CDK-OWW Ferry Landing

https://cafe.naver.com/simcitysquare/42915

 

PEG CSK Add-On 2: A Means to an End

https://cafe.naver.com/simcitysquare/42916

 

PEG MTP Avenues (NOT SURE)

https://cafe.naver.com/sim4kiki/8804

 

peg_rt_cdk (missing missing file?)

https://cafe.naver.com/sim4kiki/74

1 hour ago, vlzkcb said:

And is it Parking Lots Vol 02 by Paeng?

parking_v2_plex.jpg.a038926f87af4f2d31b1bb84f044a571.jpg

None of them is missing, just haven't been uploaded yet, because the full PEG Collection will be reorganized. @rsc204and myself started doing this in last year, in a result two PEG Collections have been uploaded by RSC204 in the past few months. 

- 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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23 hours ago, vlzkcb said:

peg_rt_cdk (missing missing file?)

https://cafe.naver.com/sim4kiki/74

I have no idea what is this actually. Some ancient CDK file, I might have it, but it's not running on this name. However I can not check it on the NAVER, because it wants a bunch of stuff and registration instead of showing what's on the link. 

Can you upload the file here as an attachment so I can check if it's something really missing or we have it but on a different name.

Thanks in advance!

- Tyberius


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 2023. 4. 11. at 4:29 AM, Tyberius06 said:

None of them is missing, just haven't been uploaded yet, because the full PEG Collection will be reorganized. @rsc204and myself started doing this in last year, in a result two PEG Collections have been uploaded by RSC204 in the past few months. 

- Tyberius

That's good news!

I upload peg_rt_cdk here.

peg_rt_cdk00.rar

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I'm trying to use Paeng's PedMall Parks but unfortunately I'm not getting the sandstone texture after I plop them (although I see it faintly in the thumbnail before plopping). Any thoughts on what may be causing this? If there's something I'm missing from the readme I'll happily accept some deserved chiding for it *;)

 

64e03f062c7b3_ScreenShot2023-08-18at10_32_54PM.png.2756dbe4e3e108102f0c6c6a005d1960.png

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6 hours ago, jonnyquest said:

I'm trying to use Paeng's PedMall Parks but unfortunately I'm not getting the sandstone texture after I plop them (although I see it faintly in the thumbnail before plopping). Any thoughts on what may be causing this? If there's something I'm missing from the readme I'll happily accept some deserved chiding for it *;)

 

64e03f062c7b3_ScreenShot2023-08-18at10_32_54PM.png.2756dbe4e3e108102f0c6c6a005d1960.png

Do you have the its dependency, which is the relevant part of the NAM JPN Facelift mod?

Quote

DEPENDENCIES

* NAM (I presume you're up-to-date with that ;)

* PedMall NAM Facelift Mod
(! More info on this link in the ReadMe !)


* SG Vol 01 Megapack

* Porkie Props Vol01 and Vol02

Also how to install that mod or part of it, there is a nice english guide created by @rsc204

Check for Part III.

I hope it helps!

- 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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9 hours ago, Tyberius06 said:

Do you have the its dependency, which is the relevant part of the NAM JPN Facelift mod?

Also how to install that mod or part of it, there is a nice english guide created by @rsc204

Check for Part III.

I hope it helps!

- Tyberius

Thanks for this! Turned out I'd somehow missed something somewhere in the midst of moving all these .dat files around. I did see RSC's walkthough and found it very helpful.

Another question since I believe you're part of the NAM team? (if this would be better to handle over DMs than in this thread let me know)--I'm trying to use Moonlight's Shinkansen reskin for the monorail but instead of the nice models he has for the pillars and track I'm getting the model for the El Train. I know Moonlight's reskin was originally designed for an earlier version of NAM, is this the issue, and is there anything I can do to correct it? I don't understand how I'm getting the model for the El Train here at all

EDIT: I'm getting the correct Moonlight mod models on the avenue overpass here but not elsewhere, if that offers any insight

64e12a31b25c6_ScreenShot2023-08-19at3_14_30PM.png.e6782d86ca757e3adf935eeb092ba169.png

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Moonlight’s El-Rail and BTM mods still work as they always did. However, it seems like something is conflicting (overriding) the mod. You should place these mods in a folder that loads after the NAM

There will be some missing support in terms of NAM features that are newer than the El-Rail mod. I am working up to updating it, I’ve almost finished the BTM updates but it’s an awful lot of work. So it may be a while before I get round to the El-Rail mod. 

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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 8/21/2023 at 6:12 AM, rsc204 said:

Moonlight’s El-Rail and BTM mods still work as they always did. However, it seems like something is conflicting (overriding) the mod. You should place these mods in a folder that loads after the NAM

There will be some missing support in terms of NAM features that are newer than the El-Rail mod. I am working up to updating it, I’ve almost finished the BTM updates but it’s an awful lot of work. So it may be a while before I get round to the El-Rail mod. 

No worries, my El Rail looks fine, it's just that my monorail is now reskinned to look like El Rail for some reason 🤔 Still continuing to play around with the arrangement of files to see if I can fix it

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Not sure if this is the right place to ask, but I got reditected here from... somewhere. Anyway, I found a Maximum Security Prison lot that I am interested in. 
Here: Maximum Security Prison - Civic & Non-RCI - Simtropolis
In the list of Dependencies is PEG Security Prop Pack, but the link goes to a forum post, not a download page. Can anyone tell me where to find it? I have all the other files, and maybe it was included in the PEG Security Fence Kit? Any help appreciated. TIA

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9 minutes ago, catty-cb said:

Its attached to this forum post

reading the rest of the topic it looks like there were plans to do something with it  *:yes:


The link still works, so was able to grab the file. Thank you!

 

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At present it only exists as a forum attachment. But it will eventually be repackaged, probably into a larger all-in-one dependency package. 

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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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Someone changed the Scenic Drive to MTP grass.  How do I get the original grass back ?  

 

This is suppose to work with the PEG Memorial Park, but now the MTP grass does not match and looks horrible, or if a way to update the PEG Memorial park grass as well

 

 

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2 hours ago, Max4k said:

Someone changed the Scenic Drive to MTP grass.  How do I get the original grass back ?  

 

This is suppose to work with the PEG Memorial Park, but now the MTP grass does not match and looks horrible, or if a way to update the PEG Memorial park grass as well

 

 

I updated a STEX entry from v106 to v201, but the original change came from PEG. If you read the change log and/or readme file "what's new" section, that tells everything. They choose to do a direct update on the old files rather than creating a new set. On PLEX the old one was not available for quite a while, though apparently it was still available on STEX (like many other outdated/obsolete contents). They regularly did this with many other contents of theirs - the forest and seasonal tree lots etc... You can still reach the original one on the STEX download page. Click onto the "changlelog" tab next to the What's New, and from the list choose the Version 1. You will see something like this:

 

Quote

 

No changelog available for this version.

 

Click onto the download and you will get the old version. 

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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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