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PLEX on the STEX - Community Support

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On 7/14/2025 at 7:11 AM, CorinaMarie said:

Peg Pond Kit II v205

I believe the biggest difference in 205 vs. 206 was the addition of waterfalls in 206, plus some under-the-hood type of stuff. 

And for anyone feeling nostalgic...

Pond Kit 1 Example.jpg

Here's the original showing some of the addons. Not sure when it was taken off the PLEX, but it was released on Peg's Legacy disk.

 

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10 minutes ago, CaptCity said:

I believe the biggest difference in 205 vs. 206 was the addition of waterfalls in 206, plus some under-the-hood type of stuff. 

And for anyone feeling nostalgic...

Here's the original showing some of the addons. Not sure when it was taken off the PLEX, but it was released on Peg's Legacy disk.

Oh, you still have it?! I was very curious because it was mentioned in the gshmails' Huge Reservoir.

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On 7/14/2025 at 7:58 AM, pikachu_SQ said:

Oh, you still have it?! I was very curious because it was mentioned in the gshmails' Huge Reservoir.

Yes, I have the disk (and I forgot about gshmail's reservoirs - there's a small one as well). It may be something to look into adding to the PLEX on the STEX section since it's a dependency to at least two other uploads. Maybe other items from the disk also... Just not sure about any compatabilty issues with these older items...

Looking into it...

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On 7/14/2025 at 7:58 AM, pikachu_SQ said:

Oh, you still have it?! I was very curious because it was mentioned in the gshmails' Huge Reservoir.

 

On 7/14/2025 at 8:11 AM, CaptCity said:

It may be something to look into adding to the PLEX on the STEX section since it's a dependency to at least two other uploads. ...looking into it...

For anyone interested in the reservoirs, it turns out that the original Peg Pond Kit is not needed for Gshmail's reservoirs (huge) (small) after all. In checking on things and confering with @Tyberius06 (thanks gain... *:ohyes:), it turns out that the original Peg Pond Kit's textures were, over the years, rolled into the BSC Textures vol01. That and the Maxis building prop files are the only dependencies needed for the reservoirs. The entries will be updated with this information.

As for the availability of the Legacy CD files... Since these were created very early on in the develoment of custom content, most of the items have been update/upgraded to newer and better versions that are currently available. So, no guarantees and/or predictions on any possible releases. ;)  

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10 hours ago, CaptCity said:

I believe the biggest difference in 205 vs. 206 was the addition of waterfalls in 206, plus some under-the-hood type of stuff. 

And for anyone feeling nostalgic...

VrPSucg.jpeg

Here's the original showing some of the addons. Not sure when it was taken off the PLEX, but it was released on Peg's Legacy disk.

 

Hmm...

That water's color kinda meshes good with Oppie's Canals. Kinda makes me want this pack. But obviously it isn't updated for the newer stuff available to us like curved and diagonal pieces so maybe not.

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Well unlike the later ponds, these are texture based and not model based. Therefore it’s relatively easy to expand the set by modifying the original textures for new uses.

But I think the idea is that this was legacy content which was deliberately depreciated because it was superseded by newer releases.

The 205 and 206 ‘styles’ have different water colours. Plus there are new options in the Deluxe set for things like transparent banks and waterfalls.

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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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For anyone who may not have seen it, the Pond Kit 1 discussed above and a couple other items have been uploaded to the STEX. There is a possibly of a few more in the near future. 

Cori Edit:


  Edited by CorinaMarie  

Added linkys. :)
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Probably a difficult request to ask but could anybody who has the know how please update the PEG One Flag Many Nations Mod to make it work with amy of the newer Flag Prop pack uploads we can find on the STEX? For example the recently uploaded TCC HD Flags packs?

Or if the mod can't be modified, for legal and technical reasons, could someone please make a .dll mod that can do what the OFMN mod does? I've always wanted to fly my country's flag in my SC4 cities for almost two decades now but I don't want to futz with the Lot Editor.

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Hope this is the right place to ask.
I have recently made a lot of security fences using the PEG Security Fence Kit. All plop and work as intended except the timed prop fences, when plopped the timed ones gates are open, then after whatever timing they are set for (where I think they shut), they disappear with just the base texture remaining, then again after the timing period, they reappear open again. The PEG package says it has no dependencies as itself is one.
Any ideas, or should I just replace them with the non timed closed ones. 

Thanks.

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2 hours ago, Dono said:

Hope this is the right place to ask.
I have recently made a lot of security fences using the PEG Security Fence Kit. All plop and work as intended except the timed prop fences, when plopped the timed ones gates are open, then after whatever timing they are set for (where I think they shut), they disappear with just the base texture remaining, then again after the timing period, they reappear open again. The PEG package says it has no dependencies as itself is one.
Any ideas, or should I just replace them with the non timed closed ones. 

Thanks.

You have prop for each time frame. These are not animated props, two or more props makes it seem alive/animated. So you have an open gate prop for example 6-16 (hours - meaning: from 6 am till 4 pm), then you have a closed gate prop from 16-6 (from 4 pm till 6 am). You need to place both of them. At least PEG used this technique. 

There is an other modding method which doesn't require using multiple props, but in your case now you need to place two or more props to show up properly.

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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.

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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 hours ago, Tyberius06 said:

You have prop for each time frame. These are not animated props,...

Thank you.
I did notice in the prop folder there were two, one opened gate, the other closed. I did wonder where the closed position come from, the only reason it didn't occur to me was when I first added it to my lot, the opened one when you hovered over it in PIM said it was a timed prop. The closed one when I did the same just gave the .dat file name it was from.

Thanks again.

P.s  I just did the changes, unfortunately the creator had 2 of the same files for the closed position, one that was closed permanently and the other that I assume was meant to be timed. I have the option to use his barbed wire style fence in the closed position as they are both there...depends on how much of a control freak I am lol.

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Just announcing some more of PEG's originals have been uploaded to the STEX:

Have fun with them... :golly:

 

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A few more PEG files have been added...

Just an FYI... I believe I have uploaded all the files from the Legacy disc that didn't require much modification. I basically removed any unnecessary material that was incuded in the disc files, corrected any readme information to match current information, and checked/corrected dependency information. The remaining files either have issues that require more indepth analysis, or they are practically the same as what is currently available. There are a couple more things that I hope to get ready. I'll keep working with them to see what might be usable.

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These Legacy items needed a bit of tinkering to get them ready (I hope they are...). They are now up on the STEX...

  • PEG Beach Pack 2 (menu adjustment)
  • PEG River Tool Kit (menu/icon modification)
  • PEG RTK Addon Set (combined seperate RTK compatable items in a single pack)
  • PEG Naval Pack (combined seperate Naval RTK compatable items in a single pack)
  • PEG Trail Parks ll (combined seperate Trail parks ll  components items in a single pack and cleaned out some files that may not have been finalized - will see what can be done with them - they look interesting)
  • Updated RTK 2 to include the concrete style that I initially removed. It just seemed like it wasn's quite as finalized compared to the other styles. Worked with those files a bit to replace textures to match images and modified menu icons.
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Aww man!  I can't even begin tell you all how happy I am we're finally seeing the release of long-missing Pegasus content.😁

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Still going through those Legacy disc files... Uploaded a set of lots that are based on some that may not have been totally complete before being included on the disc. The larger park lot was missing river sections but may have been intended to be integrated into the original Pond Kit. The existing water textures of the lots were also different than the released Pond Kit 1 - possibly an ealier version. I added and replaced the textures with those matching the Pond Kit and adjusted the menu location to be near the Pond Kit lots when used together. Also, since the files were not in their own specific folder, I just went with the 'River Park' name.

Hope they're useful for some...

PEG River Park Set

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Some more 'found' files from Legacy the disc...

These are two ranger station lots that appeared to be possible additions to the Trail Park lots. Both were modified slightly to be in better Park menu locations. The Rural Roads version was also altered by replacing what may have been an older path texture with the matching pathway texture of the Rural Roads in the Trail Park II set. 

PEG_Trail Park II Addons - Ranger Stations

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More from PEG's Legacy...

Uploaded a set of arcologies named ARCO II. This will more than likely be the final upload from the disc. There was an ARCO I set included, but reading through the information and trying it in the game, there were some issues. Set 2 was created as a replacement for set 1, so it's probably best to have set 2 as the sole release (not sure I could deal with some of the problems anyway... ;) )

Anyway, hope folks like it...

PEG ARCO II

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On 8/25/2025 at 7:28 AM, CaptCity said:

More from PEG's Legacy...

Uploaded a set of arcologies named ARCO II. This will more than likely be the final upload from the disc. There was an ARCO I set included, but reading through the information and trying it in the game, there were some issues. Set 2 was created as a replacement for set 1, so it's probably best to have set 2 as the sole release (not sure I could deal with some of the problems anyway... ;) )

Anyway, hope folks like it...

PEG ARCO II

A question though...

On the download page it says this file requires PEG's 24/7 mod. My question is, which Pegasus item is that? *:???:

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2 hours ago, CahosRahneVeloza said:

A question though...

On the download page it says this file requires PEG's 24/7 mod. My question is, which Pegasus item is that? *:???:

🤔

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Wow you guys are all amazing to be doing this all these years.

After a decade hiatus I am playing again and sought out an updated version of PEG's waterfront stuff because my ferries weren't working. They are working now! My Seaports, though, no longer seem to be taking rail train freight. It is a bummer because I painstakingly terraformed a huge city tile with the intention of directing all freight to the seaports via rail. I thought maybe my sims were just silly, insisting on using trucks to bring things to the ports, so I started using truck blockers around the port. The trucks then took freight out of town via road connections. I blocked those and warehouses clogged and rail traffic was nil, even when I put freight loading tiles (whatever they're called) every few blocks along train tracks. They got zero usage.

I went back to an old city where I know rail freight was successful even if sims prefer trucks in general. I noticed that the rail enabled shore lots and even the seaports themselves had rail traffic going through them but then a freight truck would come OUT OF THE PORT and drive to another port.

I created a new city with one single port with a few houses nearby connected to it by a road. Ran a train track from the port inland, threw a couple farms along side it with houses across the street, no neighboring connections. No train traffic, warehouses clogged.

Any ideas on how to troubleshoot? I used the "PEG Production's CDK3 Collection 1.0 Setup.exe" to install things. I also did the cleanitol remove list. I followed directions, what did I do wrong?

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On 12/09/2025 at 11:27 PM, Seebs said:

Any ideas on how to troubleshoot? I used the "PEG Production's CDK3 Collection 1.0 Setup.exe" to install things. I also did the cleanitol remove list. I followed directions, what did I do wrong?

As the person who put the package together, rail freight works fine in my test cities, so I am sure there isn't a problem with the files. When did you run the Cleanitol?, you must do this BEFORE installing the mod, to clear older packages.

Other than missing files, it suggests something else in Plugins may be interfering with their operation. That said a screenshot would really help, since there are many scenarios where rail freight would simply be less preferable. For example for rail freight to be used, you need to have rail connected to a neighbour connection (the port should suffice), rail directly touching industrial zones or a road to rail freight depot. Without those last two, Industry would not be able to ship by rail to begin with.

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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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Witam. Gram w SC4 od kilkunastu lat. Co prawda nigdy nie przesyłałam swoich miast do Simtropolis. Chyba jestem osobą ,która ma wszystkie stare pliki PEGASUSA. Niektóre są z 2012 r. Chciałabym się nimi podzielić, tylko nie wiem,  jak.

 

Translation:

Hello. I've been playing SC4 for the past few years. Admittedly, I've never transferred my cities to Simtropolis. I think I'm the member who has all the old PEGASUS files. Some are from 2012. If you were different, I just don't know how.

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