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52 minutes ago, olegario39 said:

where can i find those buildings encircled in green, trail lined in red, and beach props and trails lined/encircled in yellow?

I'm almost sure the beach props are contained in this pack [link] found at ToutSimCities. Beware, these Mayor Mode Ploppables (MMPs) have always associate dependencies packs!

The huts are probably original from this pack [link]. And knowing korver's work a bit, I'm sure the trails are made of MMP gravel, but I can't recall their author now... sorry.

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2 hours ago, TekindusT said:

I'm almost sure the beach props are contained in this pack [link] found at ToutSimCities. Beware, these Mayor Mode Ploppables (MMPs) have always associate dependencies packs!

The huts are probably original from this pack [link]. And knowing korver's work a bit, I'm sure the trails are made of MMP gravel, but I can't recall their author now... sorry.

I believe the gravel MMP's are by "Heblem" and probably published in one of FrankU's packs.

And some of the buildings look like they are "WM" buildings -- whatever those initials mean.


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4 hours ago, ESP15 said:

What do you think about this building?  

The Verre Tower : Under construction in NYC.

This would be the wrong thread for that.

Does anyone know of any texture mods for the FLEX avenue curve?  Or just anything that kind of fixes it up, maybe some median trees?  Also when I place high or medium density zones next to it, I get that little white square that cuts into the sidewalk.  Any help would be appreciated.

Thanks!

23915781_2800542375212_8851069999862885213_n.jpg

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42 minutes ago, nycsc4 said:

Does anyone know of any texture mods for the FLEX avenue curve?  Or just anything that kind of fixes it up, maybe some median trees?  Also when I place high or medium density zones next to it, I get that little white square that cuts into the sidewalk.  Any help would be appreciated.

The white sidewalk (or grass) square occurs because it takes on the wealth of the zoning next to it. If the curve itself isn't matching, that's because avenues themselves change based on all the zoning in a particular segment. I.e. if the majority of zoning is of one type, that stretch of avenue will all show said wealth textures. This is unique amongst all networks in the game for avenues, but due to game limitations this affect can be added to that inner texture. However the flex piece will allow you to safely delete this tile if you prefer not to have it. But as you can see in the screenshot, without it the sidewalks will have a missing piece if you decide to do this.

I don't know of any texture mods that exist for it, but there is a mod for adding lights/trees to the old WRCs by sthlrd98:

 


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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7 hours ago, ESP15 said:

What do you think about this building?  

The Verre Tower: Under construction in NYC.

 

 

3 hours ago, nycsc4 said:

This would be the wrong thread for that.

In fact, I remember having seen that building on @Reddonquixote dev thread at SC4Devotion but was a work in progress, so there wouldn't be any link for downloading it.


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Hi
I have some trouble finding a specific set of seawalls/embankment. Unfortunately, I cannot provide a picture since most pictures I've found on google are in fact "lost" in photobucket.
The set I am looking for looks like the JENX Paris Seine set (with a walkway halfway down to the water), but they are grass only. Does any of you have an idea which set I am searching for?

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9 hours ago, olegario39 said:

where can i find those buildings encircled in green, trail lined in red, and beach props and trails lined/encircled in yellow?

QoKk1YR 1.jpg

The buildings from the left look here:

https://community.simtropolis.com/profile/8691-goofyguytpa/content/?type=downloads_file

He did a lot, and you will find these buildings there...  The two buildings on the right could be made by @nofunk or @Jasoncw, but I am not sure. Unfortunately I don't recall any of the other lots in question here...

Kind regards!

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26 minutes ago, seaman said:

Hi
I have some trouble finding a specific set of seawalls/embankment. Unfortunately, I cannot provide a picture since most pictures I've found on google are in fact "lost" in photobucket.
The set I am looking for looks like the JENX Paris Seine set (with a walkway halfway down to the water), but they are grass only. Does any of you have an idea which set I am searching for?

Maybe this one?

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3051

This question was asked on page 400 actually already... *:8)

Kind regards!

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2 minutes ago, markussaage said:

Maybe this one?

https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3051

This question was asked on page 400 actually already... *:8)

Kind regards!

thx for your effort. This is the actual JENX Seine set. But I am looking for a set that's only somewhat similar. It's a grass slope to the water side and in the middle between the top and the water, there's a walkway...

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Sounds like Mas71's Japanese River Set. Here's a linkie to the base pack. The dependencies and the two add-on lot packs are linked in the description.

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55 minutes ago, T Wrecks said:

Sounds like Mas71's Japanese River Set. Here's a linkie to the base pack. The dependencies and the two add-on lot packs are linked in the description.

bullseye!
thx T Wrecks and Markussaage for your help!

EDIT: ahh, and this is why I couldn't find it under "embankment": it's a canal set. Hmm... but at least the ortho pieces seem to work es embankment, too...


  Edited by seaman  

addition/avoid double posting
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Need help finding 3x4 or 4x3 high wealth residential highrises with similar dimensions to McCarthy Condos and Sky Rise Deluxe Condos (a little shorter is fine). Hopefully similar enough to look like part of the same development. 

Help much appreciated. 

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7 hours ago, rsc204 said:

The white sidewalk (or grass) square occurs because it takes on the wealth of the zoning next to it. If the curve itself isn't matching, that's because avenues themselves change based on all the zoning in a particular segment. I.e. if the majority of zoning is of one type, that stretch of avenue will all show said wealth textures. This is unique amongst all networks in the game for avenues, but due to game limitations this affect can be added to that inner texture. However the flex piece will allow you to safely delete this tile if you prefer not to have it. But as you can see in the screenshot, without it the sidewalks will have a missing piece if you decide to do this.

I don't know of any texture mods that exist for it, but there is a mod for adding lights/trees to the old WRCs by sthlrd98:

 

Thanks!  I actually had that mod installed already.  I added sithlrd98s white sidewalk mod and the sidewalk mod for the WRCs but for whatever reason they still don't show up.  Judging by some of the comments on his uploads it seems several others have been having similar issues.  Thanks anyway!

For everyone else, I have another.  The green and white building with what appears to be a flower painted on the side of it:

 

24059716_2800849262884_4900557904450543974_o.jpg


20369743_2718707249385_5298984318887779742_o.jpg

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16 minutes ago, nycsc4 said:

Thanks!  I actually had that mod installed already.  I added sithlrd98s white sidewalk mod and the sidewalk mod for the WRCs but for whatever reason they still don't show up.  Judging by some of the comments on his uploads it seems several others have been having similar issues.  Thanks anyway!

Simple load order issue, they work just fine, put place them in a folder prefixed "z____" that's a minimum of four underscores or they won't correctly override the NAM. Note also if you use the Japanese NAM Facelift mod, these are not compatible with the WRC texture mods that includes. Because the sidewalks are added through T21s the IDs conflict with other T21 mods, so you can only use one or the other.


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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2 hours ago, nycsc4 said:

For everyone else, I have another.  The green and white building with what appears to be a flower painted on the side of it:

 

24059716_2800849262884_4900557904450543974_o.jpg

 

Here you go. I got a little confused because I knew it was by Bixel, but SparkythePenguin was who uploaded it. It's one of my favorite of Bixel's BATs. 

 

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8 hours ago, nycsc4 said:

Thanks!  I actually had that mod installed already.  I added sithlrd98s white sidewalk mod and the sidewalk mod for the WRCs but for whatever reason they still don't show up.  Judging by some of the comments on his uploads it seems several others have been having similar issues.  Thanks anyway!

For everyone else, I have another.  The green and white building with what appears to be a flower painted on the side of it:

I like that pic! May I ask what CJ/MD is it from, or in what thread can it be seen?

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Now, that's a smart idea. I take it for granted that it works pretty well.

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7 hours ago, T Wrecks said:

Is there any blatant issue with this method that I failed to notice? Because I think it's a helluva lot more transparent and convenient than all that underscore jugggling.

Each to their own really, provided the folders are configured in the right order, absolutely there is no reason it won't work.

The basic problem comes from a change to the NAM a number of versions back when the z___NAM folder was introduced. Lots of people were constantly complaining about NAM features not working as intended or showing the wrong items, the bulk of such problems came from content overriding the NAM. So the z___NAM folder was added, which had the effect of lightening the load in terms of support for the NAM team. Of course the flip side was that now people couldn't get the overrides to work, because the NAM was overriding them instead.

I've heard the term "load order arms race", where everyone is trying to get their content loading last. But the real problem is that many users, even with a simple system of folder naming, simply don't get how load order works. Indeed the use of underscores, which load after almost every letter of the alphabet/numbers probably didn't help matters. But personally I don't think changing this again will be really helpful. It's very hard as a creator to cover every potential setup, if users must have mods that alter similar content, they need to be able to understand how to configure these mods to work together. Which is the crux of the issue, just look at all the people stating mods don't work, when they do. Because no matter what folder they have to override, if it's not done for them, they can't make it work. But, you can't account for every possibility, so there is always going to be a need for users to understand and configure some setups.

7 hours ago, T Wrecks said:

I may be dense, but I always wondered why all this mess with more Z's and more underscores and what might load first and what hopefully loads last... and then, with a few cosmetic mods, you have a folder structure like this:

  • z__folder
  • zzz__folder
  • zz___folder
  • z______________folder
  • zzzzzzzz_folder

The problem with that setup is simply that it's out of date. For example, I have the following folder setup:

  • z_______Last
  • z____MGB Mods
  • z___NAM
  • z___RVT Modds
  • z_Terrain

It might seem less obvious at first, but in essence each additional underscore just makes it load later. But you are right that the order you see in Windows is not the real order. It's not even back to front, the load order will actually be:

  • z_Terrain
  • z___NAM
  • z___RVT Modds
  • z____MGB Mods
  • z_______Last

But for me I understand exactly what is going on, although I appreciate some users may not. But a lot of existing mods still use the many zzz's or z# system, which simply won't cut it with the NAM today.

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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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Yeah, I totally understand why developers cannot just assign numbers - you'd need a uniform system for that, and this is not going to happen. Add to this that content is still being developed so things are bound to change... guess there's no way around some degree of user activity when it comes to getting the loading order where you want it.

So depending on what you prefer and what you are used to, there are of course many different ways to achieve the correct loading order, and I guess as long as the result is as intended, one of these ways is as good as the other, and there is not the master solution (like so often).

It just struck me as surprising that this clear and simple (IMO) numbers system hadn't been mentioned anywhere so far, especially because many people still are struggling with figuring out loading order. It would seem to me that, for a less computer-literate person, "two loads after one, but before three" would be easier to figure out than "adding another underscore will make it load after this folder with the same number of underscores but an earlier alphabet letter, while taking away an underscore will make it load before, no matter the letters" and the like.

Since it seems to work just fine for me and you say that there's no reason why it would inherently cause any trouble (other than me screwing up, that is), I guess I'll stick to that method because I really get along great with it. *:)

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@rsc204 Can I effectively change manually the multiple "z" ("zzzzz_folder") folders to the "z____" format, where the underscores would replace the "z"s? I mean if I change the format to the newer version, will that break the work of the mod? Because I did this with nearly every mod what I have and originally contained the multiple "z"s, and haven't noticed issues, but I don't really an expert of this topic...

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1 hour ago, T Wrecks said:

It just struck me as surprising that this clear and simple (IMO) numbers system hadn't been mentioned anywhere so far, especially because many people still are struggling with figuring out loading order. It would seem to me that, for a less computer-literate person, "two loads after one, but before three" would be easier to figure out than "adding another underscore will make it load after this folder with the same number of underscores but an earlier alphabet letter, while taking away an underscore will make it load before, no matter the letters" and the like.

I'm inclined to agree with you on this. But I think the underscores were used precisely because it's like a wildcard, it always comes in last, hence it prevented the support headaches.

1 hour ago, Tyberius06 said:

Can I effectively change manually the multiple "z" ("zzzzz_folder") folders to the "z____" format, where the underscores would replace the "z"s?

Yes and no. See the defaults might have one mod with zzz_Mod 1 and another zzzz_Mod 2. But if mod 2 needs to load before mod one, simply replacing the z's with underscores won't achieve that, then again the default configuration wouldn't have worked either. That's the qualifier in all this, start by asking yourself, "Does this mod need to override the NAM?"

If the answer is yes, you need to have at least z____ as the prefix, with four underscores. That will ensure any content in z___NAM is correctly overridden by the mods, but this is only the first step. Next you have to ask yourself "Does the mod I'm installing affect any other mods, that also alter the same content?"

So say you have two texture mods that both replace some similar NAM content. For example, some of my TGN textures are also covered in SWN, only the SWN versions will have the correct sidewalks and grass, unlike TGN which only handles the grass. In such scenarios, SWN needs to load after TGN, but both must load after the NAM. In this example, the system inside the z____MGB Mods folder is designed to take care of this for you automatically. I.e. I'm using the z____MGB Mods folder as a general 'load after NAM' folder, but the subfolders within that dictate the ordering of many mods inside it.

In the same way, you only need one folder z____LoadAfterNAM (for example), to hold all the mods that need to load later. If you just have this one folder and then use subfolders for the order of things within that, it's probably cleaner than having many folders in the root of plugins. As a developer, I use a more complex setup, but that's probably overkill for most. Keep one that loads after NAM, then Inside it, use a system of numbers like @T Wrecks suggests for everything inside:

  • 10 - Mod 1
  • 20 - Mod 2
  • 30 - Mod 3
  • Etc...

By using gaps of 10, there are 9 spaces between each mod, more than you should ever need to reorder everything within it. Then you just need to edit the numbers at the beginning if you want to switch the order of these mods. Generally I prefer this system, because too many users change the defaults and break things, because they are messing with things they don't understand. In short, unless you really, really know what you are doing, altering the NAM's folder names is just going to make things harder.

In the case of both MGB Mods and RVT Modds, I keep those separate, because both me and Rivit have a lot of mods that are designed to work together flawlessly. So a system is needed to ensure it works. But this is rarely the case for most mods you come across.

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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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20 hours ago, TekindusT said:

I like that pic! May I ask what CJ/MD is it from, or in what thread can it be seen?

Here you go!

For everyone else:

Going along with this CJ, are these ramps still part of the NAM?  And if so, where can I find them?  I've searched the menus high and low and can't find it.

Thanks!

 

24130343_2801955410537_1634584688679803846_o.jpg

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10 hours ago, T Wrecks said:

I may be dense, but I always wondered why all this mess with more Z's and more underscores and what might load first and what hopefully loads last... and then, with a few cosmetic mods, you have a folder structure like this:

  • z__folder
  • zzz__folder
  • zz___folder
  • z______________folder
  • zzzzzzzz_folder

...and to top it off, the Windows Explorer possibly even shows folder names in a different sorting order than SimCity reads it!

Therefore, I simply arranged the folders of all items that are sensitive to loading order like this:

  • z_010_folder
  • z_020_folder
  • z_030_folder
  • z_040_folder

This makes it easy to see that, in fact, "z010_folder" will load first, "z020_folder" will load second, and so forth. If I need to wedge in another folder between two existing ones, I could either batch rename them, or I could just do it like this:

  • z_010_folder
  • z_020_folder
  • z_021_folder <= our new folder, which needs to load before z_030 but after z_020
  • z_030_folder
  • z_040_folder

Is there any blatant issue with this method that I failed to notice? Because I think it's a helluva lot more transparent and convenient than all that underscore jugggling.

The only issue is that I never thought of it. ;) 

We've got ourselves a damn genius here.


20369743_2718707249385_5298984318887779742_o.jpg

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Hello, I'm looking for this diagonal building, as seen is korver's Toronto update:

OvoSK3q.jpg

And also this big, kind of y-shaped apartment buildings:

KensingtonApts3.jpg.5283ec582e8e9099c58c

Thanks in advance!


Check out my content on the STEX

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7 hours ago, Edvarz said:

Hello, I'm looking for this diagonal building, as seen is korver's Toronto update:

OvoSK3q.jpg

And also this big, kind of y-shaped apartment buildings:

KensingtonApts3.jpg.5283ec582e8e9099c58c

Thanks in advance!

I'd also like to know where these Y shaped buildings came from.  Also the gray and black one in the back.


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16 hours ago, mattb325 said:

@Edvarz and @nycsc4

 

 

(I relotted it in the picture that Edvarz posted)

 

 

Thank you!


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Before the drizzle turns into a rainstorm, can I ask (moderator hat on), that people please DO NOT use this thread for support issues. The specific purpose of this thread is to ask where to find content you are looking for. If you have a problem such as missing dependencies or other technical issues, then please use the correct threads for them. I.e.

Technical Issues with SC4:

https://community.simtropolis.com/forums/forum/5-sc4-bugs-technical-issues/

Problems with content for SC4:

https://community.simtropolis.com/forums/forum/14-sc4-modding-open-discussion/

Thank you,

MGB (rsc204)

EDIT: I have moved the three recent questions into separate threads in SC4 Modding Open Discussion.

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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 29/11/2017 at 11:10 PM, nycsc4 said:

Going along with this CJ, are these ramps still part of the NAM?  And if so, where can I find them?  I've searched the menus high and low and can't find it.

Based on the fact that the default lighting is on those pieces, my guess is that the highway is Maxis Highway Override, although it could be elevated RHW-4. Either way, the textures are Maarteen's (Mandelsofts) Euro textures, which last existed in NAM32, so there is a good chance it's from an older NAM version.

The ramps are just your basic A1 type off ramps, but they connect into what looks like FlexFly curves. It's hard to tell from the screenshot, but it would appear to be the old style ones, which transition in height as part of the curve. Sadly those had to be replaced by a new FlexFly system and right now the curves with height transitions have not been completed. You won't find the old ones either, since code alterations which were necessary elsewhere rendered them useless. As usual with NAM stuff, I can't give you any info regarding when they will return, sorry.

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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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