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KiethMarkus2014

Remove Trees From FAR Roads

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I recently started using the new draggable FAR and I was wondering is it possible to remove the trees that appear along the sides, perhaps using a mod?

Nam%20Problem_zps7opuefc9.jpg

If it's possible is there a mod for such a thing.

Kieth

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I have a mod that changes them to use Girafe's Seasonal trees. It wouldn't take a lot of time to convert those T21s into Cancellation Entries. In short, this would give you what you are after.


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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Sure, I'm guessing you still want the lights? See attached DAT.

Bear in mind, these are designed to show Mandelsoft's LRM upon them. If you aren't using that, I may need to tinker with one of the prop IDs. I'd appreciate if you could report back on that if you run into troubles. Saves me mucking around testing them too much.

Note: They need to load after z___NAM and also any other mods (such as LRM) that alter these lights.

zMGB_FAR-RD_NOTREES.zip

  • Like 1

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 didnt know that was possible.. maybe the same fix but with the british lights from the LRM?

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    Okay so I placed your mod in my plugins folder and made sure it loads after the NAM etc. and its still not working the trees are still appearing.

    Ive attached images of both my plugins folder structure as well as what is currently appearing in game.

    1.jpg

    2.jpg

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    Stick the mod in the z____MGB Mods folder, all should be fine. Folders/Subfolders always load after the contents of the root folder. I still had all my test setups knocking about for these pieces and have tested this works for the base FAR-2/FAR-3 content.

    7 hours ago, cmdp123789 said:

    I didnt know that was possible.. maybe the same fix but with the british lights from the LRM?

    LRM is LRM, in theory it should match whichever option you have chosen to install in that set.

    I have an unreleased tool by Jondor which makes switching a T21 to a Cancellation Entry only a one click operation. I had to manually adjust a few which had both trees and lights upon them though. But with these files separated and having worked on them recently, the conversion was a very quick process. One more bonus, I fixed an orientation issue with some of the lights on flipped pieces, so those should now look better too.

    • Like 1

    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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