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I highly doubt the BSC prop pack modifies the City Hall lot. It is something else.

Either way, wouldn't it be easy to just open it up in the Lot Editor and change it to whatever suits you? I assume the mod that modifies the City Hall modified its lot, but I don't really know. I never use the City Hall so I'm not sure if I have this problem.

Yo, Mushy --

In the strict sense of the thing -- you are quite correct.

In the original Maxis release of Sc4, the City Hall lot was modded in such a manner that it selected random flora to appear on the lot.  At that time, the BSC prop pack had not been introduced into the game -- so all of the flora available to the City Hall was suitable.  With the addition of Mod's -- over time -- MANY things were introduced to the flora menu, even some that were not flora, but machines.  The City Hall lot will select from any props in the game classified as flora.  CP Vol01 is the most noticeable because suddenly you find a Giant Redwood tree towering over the City Hall.

If you have the CP Vol01 prop pack in your plugins, then you have the same problem.  I assume there are very few (if any) that don't have that prop pack.

Yes -- the thing to do would be to modify the lot to remove the random selection mechanism -- or -- to override it with a "fix". 

The "fix" might be the better choice, since re-installing the game at some later date might over-write the change to the lot.


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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I highly doubt the BSC prop pack modifies the City Hall lot. It is something else.

Either way, wouldn't it be easy to just open it up in the Lot Editor and change it to whatever suits you? I assume the mod that modifies the City Hall modified its lot, but I don't really know. I never use the City Hall so I'm not sure if I have this problem.

Yo, Mushy --

In the strict sense of the thing -- you are quite correct.

In the original Maxis release of Sc4, the City Hall lot was modded in such a manner that it selected random flora to appear on the lot.  At that time, the BSC prop pack had not been introduced into the game -- so all of the flora available to the City Hall was suitable.  With the addition of Mod's -- over time -- MANY things were introduced to the flora menu, even some that were not flora, but machines.  The City Hall lot will select from any props in the game classified as flora.  CP Vol01 is the most noticeable because suddenly you find a Giant Redwood tree towering over the City Hall.

If you have the CP Vol01 prop pack in your plugins, then you have the same problem.  I assume there are very few (if any) that don't have that prop pack.

Yes -- the thing to do would be to modify the lot to remove the random selection mechanism -- or -- to override it with a "fix". 

The "fix" might be the better choice, since re-installing the game at some later date might over-write the change to the lot.

In essence a special prop family for flora was used on these lots. When you consider that Maxis flora consisted of very few items it was quite predictable what would appear on the lot from a design standpoint. I don't think anyone could complain that Maxis didn't foresee us distorting the defined flora category to make MMPs of various items.

The fix is as simple as a copy of the lots without said flora family prop. However, simply modifying the city halls in the LE would not be so easy. Given the Maxis lots are in the original SC4 Dats I doubt the LE would load them. If memory serves, as a reward you'd need to modify a property in the Reader before you could load such a lot. Even then, I'm sure you would have to extract a copy too. Most users probably wouldn't know how to do it, hence the fixes were published. Andreas did upload fixes for all three, but seemingly only the fix for the main city hall is easily traceable these days.

As for fixing or modifying, in this case they are one and the same. When you use the same ID as any existing item, be it a lot, model, texture or whatever, the game always uses the one loaded last. It's possible in this way to ensure the change is persistent even though it's only a modified copy of the originals. Of course you need to keep it installed for it to work. By and large with the exception of the I-HT fix, no mods ever alter the original Maxis files, because that's really not such a good idea. That said, it's very possible to update the original files if you know what you are doing with the reader. I'd advise against it though, it's more hassle than it's worth. In the case of the I-HT fix it's actually necessary for it to work however, hence the exception.

 


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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You obviously really want these specific parking lots.

Frankly they are quite generic, it wouldn't surprise me if they were custom lots that never got released. Either way since no one has yet managed to recognise them, it might be worth knowing that these can be made from the Maxis props and textures. Note there are specific prop families you can use for the parked cars to make things more random.

You can use the Lot Editor to create something similar. If you've never used the LE before, take a look at my tutorial here for the basics. If you run into any problems using the Lot Editor you can always ask for help in the appropriate forums.

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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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You obviously really want these specific parking lots.

Frankly they are quite generic, it wouldn't surprise me if they were custom lots that never got released. Either way since no one has yet managed to recognise them, it might be worth knowing that these can be made from the Maxis props and textures. Note there are specific prop families you can use for the parked cars to make things more random.

You can use the Lot Editor to create something similar. If you've never used the LE before, take a look at my tutorial here for the basics. If you run into any problems using the Lot Editor you can always ask for help in the appropriate forums.

Thank you soooooooo much rsc204. I'll try that!

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You obviously really want these specific parking lots.

Frankly they are quite generic, it wouldn't surprise me if they were custom lots that never got released. Either way since no one has yet managed to recognise them, it might be worth knowing that these can be made from the Maxis props and textures. Note there are specific prop families you can use for the parked cars to make things more random.

You can use the Lot Editor to create something similar. If you've never used the LE before, take a look at my tutorial here for the basics. If you run into any problems using the Lot Editor you can always ask for help in the appropriate forums.

Thank you soooooooo much rsc204. I'll try that!

LostRealist to the rescue: This looks like it might be your thing: http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=188

Not quite sure if it's the exact lot but they do look like they're at least using the same textures.

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LostRealist to the rescue: This looks like it might be your thing: http://www.simcitypolska.pl/index.php?action=downloads;sa=view;down=188

Not quite sure if it's the exact lot but they do look like they're at least using the same textures.

Omg can I kiss you haha, thank you so much. 

It's not exactly what I trying to find but it'll do!

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Yo, guys --- (rsc204)

Let me know if this "FIX" has been tested and actually works on ALL THREE progressions of the City Hall. 

Should be, it's my fix! Therefore if you do run into problems let me know.

Yo, guy --

I finally got it to work properly.

You must keep it in the "root" plugins -- NO sub-folders!!!


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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hi peoples can u hepl me to find these dependencies PEG_Cargo_FAMILY.dat
PEG_Pond-Marina_105.dat?

It would be helpful if you posted a link to the file that needs the dependencies.

I have no idea about the first one, but PEG_Pond-Marina_105.dat has long since been merged into BSC Mega Textures Vol 01.

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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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Yo, guy --

I finally got it to work properly.

You must keep it in the "root" plugins -- NO sub-folders!!!

Really? Because that's not where I keep it. It would depend on where the other files that modify the same lots reside, i.e. the original 3-city hall fix. It just needs to load after those and all is well.


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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Yo, guys --- (rsc204)

Let me know if this "FIX" has been tested and actually works on ALL THREE progressions of the City Hall. 

Should be, it's my fix! Therefore if you do run into problems let me know.

Yo, guy --

I finally got it to work properly.

You must keep it in the "root" plugins -- NO sub-folders!!!

Hi,

I use this fix for a very long time because I had an airplane prop appearing in my city halls. It is not in the root of my plugins and it works just fine. BTW: the BSC_Mega_Props_CP_Vol01 seems to have more than an issue because when you run the DataNode tool it always shows up in the error log with invalid value errors in prop familys. I don't have any problems so far that I know though...

Now something different: I try to find a dependency. I am looking for the tank shown in this picture.

It should be on Paeng's Rural Jail here: http://paeng.e-workers.de/gallery/city_journals/lots/no_mtp/non_mtp_dl-center.php#rj
All listet dependencies are available, or course, but this tank doesn't show up. Somebody here an idea what's missing?

Thanks and kind regards!

rural_jail1_1.jpg

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@ markussage; seems the prop for the tank is from the MTP Super Pack

the prop ID is 0xae41edd0 in LE - if you want to dig for it


  Edited by Yarahi  

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@ markussage; seems the prop for the tank is from the MTP Super Pack

the prop ID is 0xae41edd0 in LE - if you want to dig for it

Thanks a lot, it is in the MTP Super Pack... :)

You're the best.

Kind regards!

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Yo, guys --

Has anybody come across an aircraft carrier to go with PEG's Naval Base sets?


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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From the top of my head; Kusnzov  - this from SNZ; http://nozomi.s33.xrea.com/   - one made by Tabi, avaliable here if you're registered

Yo, Yarahi --

Thanx much for the tip.

I'm not sure that would fit in with the other ships from PEG.  The lines are a bit angular, and too "clean".

I'll keep hunting around -- but thank you for the thought!  :thumb:


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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From the top of my head; Kusnzov  - this from SNZ; http://nozomi.s33.xrea.com/   - one made by Tabi, avaliable here if you're registered

Yo, guy --

I went with the aircraft carrier after all -- it's not that bad when you get it installed.  It's actually pretty good.

Your tip also pointed me toward "fosterk" and I got a bunch of his naval stuff -- some really good subs.

THANX MUCH -- !!


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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There is also an LHA dock with the SNM-set on SC4Devotion; https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=324

Think that is the closest thing you're going to get to the look of Peg's piers

Yo, Yarahi --

I've already got the Amphibious carrier in the SNM sets (plus a mess of their navy base lots).  I'm getting ready to start a large map square and it's going to contain at least one big naval base. 

I'm using Google maps and a diagram of the old Imperial Dockyard at Wilhelmshaven to work from.  I've found that using the Google maps as a base template for industrial ports works very well.  I also do a bit of research on the industry I'm working on (LNG Terminals, as an example) and make sure I lay out the buildings of the plant in the logical sequence of the real production flow.  I also get on-line pictures to see what the structures look like so I can get as close to them as possible.  I've gotten a near-perfect LNG Terminal for my troubles.

Not to worry about duplicating PEG's piers.  I've already re-lotted their 10x4 battleship pier into a 10x2 version.  I figure I can use a couple of their original 10x4 lots as victualing piers (no changes), also use it as the base element of a repair/fitting-out pier (lots of work to do), and use the re-lotted 10x2 version as mooring quays inside the harbor.  The High Seas Fleet was usually moored at quays inside the breakwater rather than anchored out in the roads or against piers.  I've got my work cut out for me -- but that's at least half the fun!

Once again --

Thank you, sir!


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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

"History is but a pack of tricks we play upon the dead." --- Voltaire

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

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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I need some help that probably nobody on here will be able to figure out.

So I downloaded some content the other day.... A LOT of content.... all buildings/ lots tho. No mods and no texture packs or anything.... I tested out the buildings and they all work fine.

Now heres the problem. I finally started a new city to test out the new additions and etc. I place my in game City Hall and it seems somebody (a jerk), Added in another feature to one of their files, my in game city hall is surrounded by redwoods and other trees and bushes. would be fine in a rural area but it sticks out horribly in a huge central business district.

Has anyone else had this problem with any files they have downloaded? I really want to delete the file attached to it. its so annoying

Hi there, there is a fix for this: https://community.simtropolis.com/files/file/13296-city-hall-fix/

Awesome ! thanks worked out just fine.

I have another question for the thread.

Does anyone else have serious problems with the city borders not reconciling properly ? meaning when you add rivers and coastlines, the cities never align properly no matter how many times you reconcile the maps ? Ive been having this problem since day 1 of playing oh so many years ago. Never found a fix for it. It ruins game play. One city will demand high amounts of residential while the one right next to it is negative in the residential market and high in everything else. Sooooooo annoying. Any help ??? Any patch or fix or mod????

Ive had to destroy so many regions because of this tech glitch.

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Can Any one tell me where to find the big brown building in this image?.

CanalWarehouse.jpg


  Edited by Xander Dax  

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Can Any one tell me where to find the big brown building in this image?.

 

It's the NDEX Marshall Field River Warehouse - https://community.simtropolis.com/files/file/17009-ndex-marshall-field-river-warehouse-by-ardecila/ 


Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg     The Viceroyalty of Perseus     Perseus_flag_50px.jpg.06052654fd8c31089019fa85ba438bc0.jpg

A unique nation fusing technological prowess and grandeur

I can resist anything but temptation - Oscar Wilde

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can anyone point me in the direction of the BSC railyard props? i thought there used to be a way of filtering out things by creator, but i cant find it anymore. thanks!

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can anyone point me in the direction of the BSC railyard props? i thought there used to be a way of filtering out things by creator, but i cant find it anymore. thanks!

Its in this prop pack as i know

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475

thanks. too bad their site is screwed up and i can't even create an account on the LEX.

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I am looking for ways to "protect" rail tracks. My original thoughts are to use security fence, but those I found have dirt tracks/carparks attached, or they do not have diagonal lots. Then I looked at highway walls but they seem too thick and obstructing as a track protection. Any suggestions are welcomed :thumb:

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I am looking for ways to "protect" rail tracks. My original thoughts are to use security fence, but those I found have dirt tracks/carparks attached, or they do not have diagonal lots. Then I looked at highway walls but they seem too thick and obstructing as a track protection. Any suggestions are welcomed :thumb:

In the JENX Rental Car park, security fence lots are provided with no base texture. Though I recommend adding some HD trees or anything you want, rocks etc in the LE. 

Here's the link:

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3013

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anyone seen the BAT bank that gives you money? not sure if it was still here anymore.

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